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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

Brief Analysis of Deferred Rendering Two Main Steps 1、Preparation(Geometry Rendering) In this phase, the basic information needed for the lighting calculation of the model is rendered and stored in different render textures. As we can see, in Deferred Rendering, the calculation of a pixel’s color is uniformly performed in the lighting phase.

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The Key Differences Between 2D and 3D Animation in Game Development

Big Games

From the pixelated classics of the 80s to todays immersive and realistic graphics, animation has redefined the gaming experience. The simplicity of the 2D style laid the foundation for gameplay mechanics and player interactions, particularly in platformers and side-scrollers.

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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! Dimensions: This platform focuses on AI-powered 3D asset creation. Sketch a rough concept, set some parameters, and Dimensions will generate 3D models, textures, and animations. Have you ever dreamt of crafting your own epic game?

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Godot 3's renderer design explained

Mircosoft Game Dev

At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), As for DirectX12, it's only relevant for Windows/UWP, so there is no strong incentive for us to support it as a cross-platform engine.

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

Mircosoft Game Dev

Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. x ), which provides us with more reliable cross-platform implementations than the ones we had so far. Estébanez ( RandomShaper ) backported his modernization of multi-threading APIs to the 3.x For Godot 4.0,