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Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ).
Key Components of Multiplayer Games in Unity Networking: Manages data transmission between clients and servers. Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. Synchronization: Ensures that game states remain consistent across all clients. What worked?
Maintenance releases are expected to be safe for an upgrade, but we recommend to always make backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss. Rendering: Fix 2D quad primitive missing lighting data in GLES3 renderer ( GH-102908 ). security fix) ( GH-104562 ).
This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. Cocos Cyberpunk is a complete open-source TPS 3D game developed by the Cocos Engine official team to showcase the engine’s capabilities in creating heavy 3D games and to boost the community’s learning motivation.
Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to the player. This means grouping and rendering identical or similar elements together, which can be especially useful in dynamic interfaces with a lot of data.
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 custom physics engine still has a considerable amount of issues remaining but we are working hard to ensure it is in a decent state for shipping when 4.0
NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. To learn more about the implementation and results, we sat down with Yuheng Zou, game engine developer at NetEase. However, careful profiling and optimization is required.
As of today, Unreal Engine 4 (UE4). As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. Additionally, NVIDIA Reflex is now available as a feature in Unreal Engine. The NVIDIA RTX UE4 4.25 branches have also received updates. Updates to NVIDIA RTX UE 4.25 and UE4.26.1,
The Swedish games conglomerate is in the midst of a bloody restructuring and has been culling its personnel expenses. engine software providers, payment facilitators, platform holders) and renegotiate the terms of your most expensive contracts. Similarly, Amazon Game Studio announced the termination of 180 jobs.
Previous engines we have developed (we as in Juan Linietsky and Ariel Manzur) did not really use this architecture and everything was provided via simple classes with inheritance and polymorphism. This was fine, as our engine ran in a single thread (which was common, as most CPU architectures were single-core back then).
NVIDIA OptiX Ray Tracing Engine is a scalable and seamless framework that offers optimal ray tracing performance on GPUs. NVIDIA OptiX Ray Tracing Engine is a scalable and seamless framework that offers optimal ray tracing performance on GPUs. In this fall update to the NVIDIA. payload increase also comes with new API functions.
Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. Refactor the Image class to include modern data types. Improve Culling: Portals (rewrite as polygon-based) and Rooms. For Godot 3.0 (our
Donations and corporate grants play a vital role in enabling us to develop Godot at this sustained pace, since they are our only source of income, and are used 100% to pay developers to work on the engine. Rendering: Portal occlusion culling. Portal occlusion culling. Thanks to all of you patrons from the bottom of our hearts!
And we’ll do lots of baking: Lightmaps with multiple Scenes Navmesh data with multiple Scenes Occlusion Cullingdata with multiple Scenes Lesson 6 Video Transcript Hey there everyone. So we can do using Unity engine scene management. Welcome back to another Unity tutorial.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). OS: Expose OS data directory getter methods ( GH-49732 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine!
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. Rendering engineers are rare to find, so this can be a starting point. Retrieving data from VisualServer is slow, as it may need synchronization. and restricts the environment only to the engine internals.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). OS: Expose OS data directory getter methods ( GH-49732 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). OS: Expose OS data directory getter methods ( GH-49732 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). And many more bug fixes and usability enhancements all around the engine!
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). OS: Expose OS data directory getter methods ( GH-49732 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ). Core: Provide a getter for the project data directory ( GH-52714 ). In-depth documentation is available.
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ). mbedtls 2.16.9, zstd 1.4.8).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ). mbedtls 2.16.10, miniupnpc 2.2.2,
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! GLES3: Ensure that color values in Reinhard tonemapping are positive ( GH-42056 ). mbedtls 2.16.10, miniupnpc 2.2.2,
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