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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. Each of the stores uses the same "bits", but we still had to download each platform from each store and do a run through. wait for laughter). They can't.
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. Knowledge of their code is the achilles heel of programmers.
This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. It can be released to multi-platforms, such as Web, iOS, and Android. This series of articles will analyze the source code from various perspectives to improve your learning efficiency.
When to profile: - Before making system changes - After adding new features - When releasing on different platforms Key Profiler Segments: - GPU Usage: Analyzes GPU workload for visual-heavy games. Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range.
The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. Static Occlusion Culling In Cocos Cyberpunk, a simple and useful PVS system has been implemented to improve culling performance.
The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. The source code of the project has also been made 100% open source. Hey everyone, Kylin here!
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. release (there is just too much new code that needs to be tested throughly). in large amounts of those objects and the user only has to fill in the code logic.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Editor: Remove compatibility code for MeshInstance3D surface override material ( GH-70466 ). Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ).
February As part of our social media expansion, we also created an official Godot Engine account on the streaming platform Twitch. By the end of the campaign, almost 4,000 cuddly coding companions were headed towards new homes. The feature freeze for 3.6 happened in May, leading up to the most recent release in September.
As always, honoring the Godot tradition, this renderer will be super easy to use and run on as many platforms as possible. Improve Culling: Portals (rewrite as polygon-based) and Rooms. As such, ports for different platforms must be kept separate as they share little code. TODO for Milestone #3 (December 2016).
Rendering: Portal occlusion culling. Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness. 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(). normalized().
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Editor: Remove compatibility code for MeshInstance3D surface override material ( GH-70466 ). Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ).
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 It parses your code and automatically understands what you are trying to do (such as writing to alpha for transparency, reading from screen, etc.) In Godot 3.0,
In this build, we also built it for 32-bit platforms (armv7 and x86) as there was some demand for it, so you'll find the APK is a bit heavier. 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.
includes 5 major features: C# support for the iOS platform. This nearly completes the platform support for C# projects in Godot (only UWP support is still missing). Our networking maintainer Fabio has been working for over a year on networking features and the HTML5 platform thanks to an award from Mozilla.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Note: Breaks compatibility for users of this plugin, but it's easy to adapt your code. Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ).
This will enable us to publish maintenance updates at a faster pace as soon as we identify a need (critical regressions to fix, security issues, necessary platform updates, etc.). Platforms: Godot editor on the Web! macOS: ARM64 build, code signing. However, due to platform limitations, those are mutually incompatible.
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.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). HTML5: Switch key detection from keyCode to code ( GH-39298 ). Notably, Godot 3.2.2
We recommend using the Time singleton as much as possible so that your code will be forward compatible with 4.0. 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. Label3D and TextMesh. What is it?
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). HTML5: Switch key detection from keyCode to code ( GH-39298 ). stable build. Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). HTML5: Switch key detection from keyCode to code ( GH-39298 ). stable build. Notably, Godot 3.2.2
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. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
As users, please report all bugs that you encounter and provide as much detail as you can (including screenshots, code, and where possible, a minimal reproduction project). While our existing integration testing can highlight critical issues preventing the code from compiling or running, it does little to ensure the stability of the engine.
We switched it back to disabled by default for all platforms. 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. What is it?
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Various fixes to light culling ( GH-46694 ). Editor: 3D editor grid improvements ( GH-45594 ). Editor: Adjust auto-scale on 4K monitors to 150% ( GH-45910 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Various fixes to light culling ( GH-46694 ). Editor: 3D editor grid improvements ( GH-45594 ). Editor: Adjust auto-scale on 4K monitors to 150% ( GH-45910 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). HTML5: Merged code for web editor prototype ( GH-42790 ). Rendering: Various fixes to light culling ( GH-46694 ). Editor: 3D editor grid improvements ( GH-45594 ). Editor: Adjust auto-scale on 4K monitors to 150% ( GH-45910 ).
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. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
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