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GH-98163 ) CSGMesh3D now explicitly requires the mesh to be manifold. A manifold mesh must be closed, have each edge connected to only two faces, and have volume. Commonly, this means that it needs to be a watertight mesh without any holes and where you can never see the backside of the triangles. (
Its capabilities for VR content creation include comprehensive 3D modeling tools, advanced texturing and shading, animation and rigging, and integration with VR Devices. Draco 3D - 3D Optimization and Compression Tools Draco 3D is an open-source library by Google that is used to compress and decompress 3D geometric meshes and point clouds.
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Recently, NetEase introduced Mesh Shader support to Justice. Q: What are you trying to achieve by adding mesh shading to Justice? Q: How do Mesh Shaders solve this?
Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. No need to define the vertex format, and even Cocos has support for sprite meshes. Well, it’s very comfortable, much more comfortable than just a mesh, and it has some practicality too.
The latest suite of technologies multiply performance in games while accelerating how quickly developers can create content. This reduction in iteration can save developers time and publishers money, allowing them to focus on creating more photorealistic content.
New tools New debugging tools like the BVH viewer and Ray Timing Visualization allows developers to get a handle on ray tracing cost in their scene and get it tuned for speed. Inexact Shadows (beta) Deals with potential mesh mismatches of ray traced and raster geometry. NVIDIA RTX UE4.26 The new NVIDIA UE4.26
If you care about using meshes separately, it is also possible to tell Godot to save them as files. Reimports will overwrite those meshes, though. If you seriously don't care about reusing the.dae file ever again, you can choose "Open Anyway", save as another file and modify the scene to your heart's content.
A signed distance field collision feature on GPU has also been added, which allows the user to perform collision detection using a voxelized version of the source mesh, eliminating the need to create a convex decomposition. NVIDIA Omniverse is also where you should look for any content creation tools.
While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. C#: Allow debugging exported games ( GH-38115 ). Debug: Add a suffix to the window title when running from a debug build ( GH-33148 ).
Such pointer could be reported as valid even though the memory it points to was not, or worse, that memory could now hold a different object, leading to hard to debug situations. Thanks to the work of Pedro ( RandomShaper ), debug versions of Godot (e.g. C#: Allow debugging exported games ( GH-38115 ). feature set.
Thanks to the Cocos Cyberpunk team, I can finally share this content. Main Content Some problems seem complicated, but as long as you see through the essence of things, they will be easy to solve. The above words may have seemed too abstract, let’s get straight to the point, the main content of this article.
It took us about 14 months to get a proper FBX importer working fully, since we had to engineer everything again: We rewrote all the mesh code to support all formats of FBX meshes correctly. is that it's not officially supported by Autodesk software, which many use for content creation in the game industry. stable release.
NVIDIA Reflex NVIDIA Reflex is a toolkit to measure, debug and improve CPU+GPU latency in competitive multiplayer games. Enjoy great scaling across all GeForce RTX GPUs and resolutions, including the new ultra performance mode for 8K gaming. Access the NVIDIA DLSS plugin for UE4 here. Updates to NVIDIA RTX UE 4.25 The new NVIDIA UE 4.25
Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Fixes depth sorting of meshes with transparent textures ( GH-50721 ). and Godot 3.3. Dynamic BVH for Godot Physics 2D.
Documentation: More content, better theme. Documentation: More content, better theme. The same content is also available as the 3.2 Both the Class Reference and the tutorials gained a lot of new content during the development of Godot 3.2. Skin support allows multiple meshes to share a single skeleton.
Right-click on the Project content tab and from the context menu that appears, select Export Package. " Next, drag and drop the previously exported.unitypackage file into the Project content tab. Here, you have the option to change hand meshes and assign them a specific material. " Before you click on Export.
For more details, please refer to the official documentation → Graphics Rendering → Rendering Pipeline for related content. Support for Mesh Compression to Reduce Package Size When importing FBX, multiple compression methods are supported to reduce the package size. Rendering Performance Improvement In the Cocos Creator 3.8.4
Nsight Graphics Nsight Graphics is a standalone developer tool that enables you to debug, profile, and export frames built with DirectX12, Vulkan, OpenGL, and OpenVR. All of the powerful debugging and profiling features in Nsight Graphics are available for realtime ray tracing, which includes support for DXR and Vulkan Ray Tracing.
If you are running your game on an external device ( e.g. Android), and using "Deploy with Remote Debug", live script reloading will magically happen in there too. More resource types are supported and thumbnailing of internal scene resources is also supported, allowing previews of materials, meshes, etc.
Consider representing mesh particles as instances in TLAS. For particles rendered as triangle meshes, having a unique instance for each particle can be a reasonable solution. Instances should share the base mesh BLAS. Use NVIDIA Nsight Graphics for profiling and debugging. Also, consider compacting the BLAS.
By adding a simple cache to it, we made it so that light map texture coordinates are only computed when there's an actual change to the geometry of the mesh. These can only be dealt with manually while debugging. The process of generating light map texture coordinates takes a while, and it was being triggered on every scene reimport.
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