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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

First time writing an article, feeling a bit rusty, haha. 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:

Culling 52
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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

First time writing an article, feeling a bit rusty, haha. Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to t. This allows for easier optimization and maintenance.

Culling 52
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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

First time writing an article, feeling a bit rusty, haha. Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to t. This allows for easier optimization and maintenance.

Culling 52
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

First time writing an article, feeling a bit rusty, haha. Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to t. This allows for easier optimization and maintenance.

Culling 52
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. Static Occlusion Culling In Cocos Cyberpunk, a simple and useful PVS system has been implemented to improve culling performance. You can check the node named “static-occlusion-culling” in the scene for more detail.

Code 52
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Cocos Cyberpunk Source Code - A Valuable Learning Resource for 3D Game Development

Cocos

The source code of the project has also been made 100% open source. Answer: There is no need to modify any code of the engine as the latest version of Cocos Creator allows users to write their own Custom Render Pipeline in TS within project folder. Cocos Cyberpunk 3D Source Code is capable of handling big projects.

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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. BONUS NOTE: Don't believe the myth that programmers can test their own code. Knowledge of their code is the achilles heel of programmers.