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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

The fastest way to render a model is not to render it at all. This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. I hope to help you advance further in 3D game development. It can be released to multi-platforms, such as Web, iOS, and Android.

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

Mircosoft Game Dev

has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). Rendering is significantly more efficient in Godot 4.0, Low level rendering access.

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

PreMortem.Games

At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications.

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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

I'm happy to announce that, starting today, I will be working as a full-time Godot developer! I quickly felt at home and I started focusing on 3D editor and rendering contributions. Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0 finish line.

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Practical Use of Render Textures

The Knights of Unity

Unity Engine introduces an awesome tools to empower your game development process. And even before an era of SRPs (Scriptable Render Pipelines), there was a good amount of solid features like today’s topic: Render textures. In this post I’m going to explain to you how to use render textures in your game.

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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. The game is developed by Vedg Studio / NoirosL and was recently ported to Godot 4.0 GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Wishlist it on Steam! What's new.

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Godot's new renderer, progress report #1

Mircosoft Game Dev

As many of you have probably heard, a new rendering backend is being worked on for Godot. 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 rendering API to make it easier to understand (and contribute to!).

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