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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications. Overdraw optimization In cases where the GPU is pixel-bound, a common cause is overdraw, where pixels are shaded multiple times in a frame.

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Adventures in Map Zooming, Part 2: Engine-level Architecture

Grid Sage Games

The concept is simple, though does require that text characters take up about half the width that tiles do, which can be a little restrictive at certain sizes. Notice how the tiles in this Cogmind screenshot each occupy two cells, delineated by the partial grid overlay. Big chonker tile has arrived. No crashes, just big tiles.

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Release candidate: Godot 3.4.1 RC 3

Mircosoft Game Dev

macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ).

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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

macOS: Fix driver crash when enabling per-pixel transparency on M1 macs ( GH-55464 ). Tiles: Fix TileSet editor workspace breaking ( GH-55059 ). Tiles: Only add light occlusion for visible TileMaps ( GH-54435 ). Tiles: Fix selecting next/previous subtile in TileSet editor ( GH-55261 ).

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Top Emerging Free Game Development Tools and Trends!

Big Games

Buckle up, aspiring developers, because the barrier to entry just shrunk to the size of a pixel! Find character sprites, environment tiles, UI elements, sound effects, and music tracks, all contributed by artists and musicians within the game development community. Have you ever dreamt of crafting your own epic game?

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Adventures in Map Zooming, Part 1: Realtime Image Scaling

Grid Sage Games

open for full size) Okay so each tile actually occupies four times the usual amount of space, but what we mean here is that the cell dimensions are doubled. Instead there are many layers of cell data from different subconsoles that feed into a single root console which is then converted to the final image. Something in between 1.0x

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Android: Implement per-pixel transparency ( GH-51935 ). Core: Improve the console error logging appearance: ( GH-49577 ). TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ).

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