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Changing vertexData of a sprite in 2D in cocos creator 3.6.2

Cocos

by converting code from graphics-assembler from CC2.4 but facing one issue depending on the sprite type mesh which is in CC2.4 Hello @zhangxm , I was able to modify the vertex data in CC3.6 where there is a function to create render data renderData.createFlexData but I could not find any way to do it in CC3.6. Since in CC3.6

Sprite 40
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Handling complex calculation in C++ for better performance in iOS

Cocos

Main issue I have is that I am doing the renderdata(vertices) caculations every frame and updating to the sprite component which is heavy in JS without JIT in iOS. Questions - What can I do for moving my gamestate(data required for calculations) from JS code to C++ and have the result back? the spritetype Mesh is removed in 3.8.

Sprite 40
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The Spine Animation Story at Logic Simplified

Logic Simplified

Through animation tools and code, each of the parts can be moved independently and the character animated. Drawing a Spine-friendly character means you also need to draw parts of images that are normally obscured, as the visibility can change as the sprite moves. Each image part was converted to mesh.

Animation 116
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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

or better : with 3D scenes Origins Two days ago, I saw a fun effect: The article was: Dazzling HTML5 Front End Design Source Code Analysis Notes - Remnant Clothes Effect Example: Tearable Grid It is an effect that I’ve seen before and recently brushed up on. So I researched the code and prepared to port it to Cocos.

Build 98
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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

link] [link] [link] [link] [link] Prerequisites Some knowledge of code is definitely going to help here. I’ll be writing most code in Godot’s Gdscript, so familiarity with that or Python will help. The first thing to download will be the sprites and textures from the original tutorial.

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GLES2 and GDNative, progress report #4

Mircosoft Game Dev

A lot of text and no code so far, so here you go! Here is a link to a file to show what "low level class registering" might look like in future (this is already working code). Last time I promised more fancy screenshots, here some perspective-correct renderings of some meshes. perspective rendering.

Shaders 52
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Editor: Remove compatibility code for MeshInstance3D surface override material ( GH-70466 ). Editor: Improve remote tree node tooltips ( GH-70880 ).

Beta 100