Remove Code Remove Concepts Remove Culling
article thumbnail

Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range. Open-world multiplayer games experience smooth performances when they implement LOD together with occlusion culling systems. Proper memory management ensures smooth, stutter-free multiplayer gameplay.

Games 71
article thumbnail

Why does Godot use Servers and RIDs?

Mircosoft Game Dev

If you ever lurked in Godot source code, and tried to follow the flow of the logic, you most likely noticed that most code related to scene, formats, etc. This would make code more complex, and likely still impact performance due to waiting for mutexes or semaphores. To make this easier, we came up with the concept of Servers.

Render 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Godot's new renderer, progress report #1

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. As such, ports for different platforms must be kept separate as they share little code. uses the more flexible concepts of in/outs (while ES 2.0 uses the more flexible concepts of in/outs (while ES 2.0 TODO for Milestone #3 (December 2016). OpenGL ES 3.0

Render 52
article thumbnail

Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon. What is it?

Beta 52
article thumbnail

Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

We recommend using the Time singleton as much as possible so that your code will be forward compatible with 4.0. adds the concept of "scene unique names" for nodes to help with the common task of accessing specific nodes from scripts. Anything behind the polygon will be culled from view. Label3D and TextMesh.

Shaders 53
article thumbnail

Release candidate: Godot 3.5 RC 1

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon. What is it?

Render 52
article thumbnail

Release candidate: Godot 3.5 RC 8

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Export: Return 0 exit code when command line export succeeds with warnings ( GH-62907 ).

Render 52