Remove Content Remove Culling Remove Lightmap
article thumbnail

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

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. The compatibility backend is based on OpenGL ES 3.0 / OpenGL 3.3 / WebGL 2.0 and is intended to run on very old PC hardware as well as most older (still working) mobile phones.

AAA 145
article thumbnail

Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

Code 52
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps. Also, the new lightmapper brings support for denoising using Open Image Denoise , which results in better-looking lightmaps in the same bake time range. Various light culling fixes.

article thumbnail

Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It's a long read, so here's a table of contents to easily get to a specific section: New physically based 3D renderer. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. As mentioned above, 3.0

Render 52
article thumbnail

Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Beta 52
article thumbnail

Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Mesh 52
article thumbnail

Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). LineEdit: Double click selects words, triple click selects all the content ( GH-46527 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).

Mesh 52