Remove Code Remove Culling Remove Data
article thumbnail

[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

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).

Culling 52
article thumbnail

Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

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

Bug 77
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

Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

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?

Games 71
article thumbnail

Maintenance release: Godot 4.4.1

Mircosoft Game Dev

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 ).

Render 86
article thumbnail

The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

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.

Culling 52
article thumbnail

Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

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).

AAA 145
article thumbnail

Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

Nvidia

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.