Remove Code Remove Culling Remove Engine
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Delores Source Code Released!

Grumpy Gamer

I accidentally pushed the wrong button and made the Delores source code available on GitHub. I did publish all the source code to Delores on GitHub , but it wasn't an accident. I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. wait for laughter).

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Delores Source Code Released!

Grumpy Gamer

I accidentally pushed the wrong button and made the Delores source code available on GitHub. wait for Todd in the third row, who laughs at anything, to stop laughing) I did publish all the source code to Delores on GitHub , but it wasn’t an accident. I’ve always skewed away from visual programming and dialogue engines.

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[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. Cocos Cyberpunk is a complete open-source TPS 3D game developed by the Cocos Engine official team to showcase the engine’s capabilities in creating heavy 3D games and to boost the community’s learning motivation.

Culling 52
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Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). Animation: Fix rest translation space in LookAtModifier3D ( GH-104217 ). This release is built from commit abef5e0d2.

Bug 76
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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. After list reorganization: Before restructuring the list: Code: Engineering: This allows for easier optimization and maintenance.

Culling 52
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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 78
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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

Animation: Fix console errors and crash in cleanup code for PhysicalBoneSimulator3D ( GH-103921 ). XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). Animation: Fix missing process_state error in blend spaces ( GH-104018 ). Thirdparty: mbedTLS: Update to version 3.6.3

Render 86