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This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. This series of articles will analyze the source code from various perspectives to improve your learning efficiency. Today, we will take a look at how Cocos Cyberpunk implements Static Occlusion Culling(SOC).
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). Downloads Download Godot 4.4.1
Key Components of Multiplayer Games in Unity Networking: Manages data transmission between clients and servers. Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. Synchronization: Ensures that game states remain consistent across all clients. What worked?
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). security fix) ( GH-104562 ).
Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to the player. This means grouping and rendering identical or similar elements together, which can be especially useful in dynamic interfaces with a lot of data.
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. It also has more useful built-in data types such as integer vectors. release (there is just too much new code that needs to be tested throughly).
It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. For example, consider culling based on an expanded camera frustum. Use face culling only when required for correctness.
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. Neither need to retrieve data. Servers and RIDs.
Refactor the Image class to include modern data types. Improve Culling: Portals (rewrite as polygon-based) and Rooms. As such, ports for different platforms must be kept separate as they share little code. Refactor Image class to include modern data types. The Image class had to be refactored for more modern data types.
Summary We’ll show you how to switch scenes by code in this Unity Scene Tutorial. And we’ll do lots of baking: Lightmaps with multiple Scenes Navmesh data with multiple Scenes Occlusion Cullingdata with multiple Scenes Lesson 6 Video Transcript Hey there everyone. Welcome back to another Unity tutorial.
Rendering: Portal occlusion culling. To simplify some of the most common constructs in input handling code for character movement, Aaron Franke ( aaronfranke ) added two new helper methods : Input.get_axis() and Input.get_vector(). Portal occlusion culling. Core: Promote object validity checks to release builds. normalized().
For example, a shader can use warp shuffle instructions to exchange data between threads in a warp without going through shared memory, which is especially valuable in pixel shaders where there is no shared memory. For example, warp shuffle can be used to optimize memory access in algorithms like light culling. include "nvHLSLExtns.h"
This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Ability to completely reimplement all rendering code if desired, without changing the underlying game. It is not possible to control, from user code, the internal steps of rendering.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). OS: Expose OS data directory getter methods ( GH-49732 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Various fixes to light culling ( GH-46694 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ). glTF: Use vertex colors by default ( GH-41007 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Various fixes to light culling ( GH-46694 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ). glTF: Use vertex colors by default ( GH-41007 ).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Various fixes to light culling ( GH-46694 ). GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ). glTF: Use vertex colors by default ( GH-41007 ).
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