Remove Code Remove Culling Remove Shaders
article thumbnail

Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

Code 52
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. Moving the CPU work to one or more worker threads is potentially beneficial.

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

Unlocking GPU Intrinsics in HLSL

Nvidia

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. Or a shader can perform atomic additions on half-precision floating-point numbers in global memory. x, u1 mov r3.yz,

Shaders 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. 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.

AAA 145
article thumbnail

Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Anything behind the polygon will be culled from view. Shaders: Many improvements backported from master ( GH-56794 ). What is it?

Beta 52
article thumbnail

Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Editor: Disable code font ligatures by default in the editor ( GH-68571 ). Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ).

Beta 84
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. Asynchronous shader compilation + caching (ubershader). A long awaited improvement to reduce shader compilation stuttering on OpenGL is coming to Godot 3.5, Anything behind the polygon will be culled from view.

Shaders 52