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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range. Open-world multiplayer games experience smooth performances when they implement LOD together with occlusion culling systems.

Games 71
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In regard to the vertical slice. Do studios work on/produce it to pitch a game or is it used as a milestone to reassure the money people that the game is progressing? (or both)?

Ask a Game Dev

Similarly, the vertical slice also serves as a proof-of-concept for an internal project and used to get the green light for continued development. What's more likely to happen is that they fund initial prototypes for several new game ideas, then approve the more promising ones and cull the rest. Call of Duty, Pokemon, Madden, etc.).

Culling 59
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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. To make this easier, we came up with the concept of Servers. How is this achieved? For Physics, it's a bit more difficult.

Render 52
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Dev snapshot: Godot 3.5 beta 5

Mircosoft Game Dev

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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.

Beta 52
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Godot's new renderer, progress report #1

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. uses the more flexible concepts of in/outs (while ES 2.0 It performs scene culling from the camera and generates the list of lights and geometries that are visible for rendering. TODO for Milestone #3 (December 2016). Add Layered/Stencil rendering. OpenGL ES 3.0

Render 52
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Release candidate: Godot 3.5 RC 1

Mircosoft Game Dev

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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.

Render 52
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Release candidate: Godot 3.5 RC 3

Mircosoft Game Dev

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. Add an Occluder node to your scene, and choose to create an OccluderShapePolygon.

Render 52