Remove Code Remove Scripting Remove Simulation
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Cocos Creator 3.8.5 forum version

Cocos

Optimizations Package size reductions : Removed unused Web platform GFX layer code and applied Terser compression to shorten internal property lengths. Enabled “inline enums” and “private property compression” for engine code. Declared ts class constructors explicitly to avoid generating unnecessary code.

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Godot XR update - February 2025

Mircosoft Game Dev

Support of the Platform SDK in the Godot Meta Toolkit is done using code generation, which automatically generates the Godot classes by processing the Platform SDKs official C headers. See the XR Simulator documentation for more information! This workflow can be used as a template for your own project.

Collision 102
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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. This feature being implemented at the core of the engine means that all scripting languages (GDScript, C#, C++) can take advantage by interfacing with Godots Dictionary type. This was added by Macksaur in GH-96290.

Beta 106
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Remote bundles aren't working in Simulator

Cocos

When I build for Web and Android, everything works fine, as well as the Preview in the browser or editor, but not in the Simulator. Write code to load it by name or URL in the game startup, for example in the onLoad method. Launch the preview in the Simulator. Steps to reproduce: Set up the remote bundle in the assets.

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Amazon GameLift achieves 100 million concurrently connected users per game

AWS Games

This can be accomplished with the following AWS Command Line Interface ( AWS CLI ) code. #!/bin/bash The runtime configuration provided in the prior code block sets us up with 12 game server processes for the game on each VM, each with different parameters (notably the port). This demonstration uses t3.medium

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

release (there is just too much new code that needs to be tested throughly). This will allow creating custom renderers or plugging custom code during the rendering steps, which is very useful for custom rendering techniques or post processes. Cars/people in city simulators, where thousands appear all across the city.

AAA 145
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Fire up your Unreal Engine-based game on all Graviton cores

AWS Games

CPU cores to simulate a game session with high concurrency that consumes up to 95% of the machine CPU. Figure 2 – Resources usage during the simulation The simulation demonstrated that connected clients had a close-to-real-game experience of the game based on steady outbound traffic rates and memory consumption on both servers.

Engine 105