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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

As stated in my previous post , my goal is to improve the robustness of the Untold Engine by focusing on developing various games. I then wrote a simple script to export the control points into an array that the Untold Engine can use as waypoints. For example, the engine does not have any culling mechanism.

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

Cocos

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.

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The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

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. After list reorganization: Before restructuring the list: Code: Engineering: This allows for easier optimization and maintenance.

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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. returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users.

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[IOS Game Overheating Issue]

Cocos

I’m getting ready to launch a box2D game with the 2D engine (a few features culled) and not noticing any heat up in extended play tests. Is it the 3D version or 2D version of Cocos?

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Realistic Lighting in Justice with Mesh Shading

Nvidia

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.

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Godot 4.0 optimization progress report

Mircosoft Game Dev

are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. Before getting into the GPU side, several optimizations have been done on the CPU side: Culling is now done in a brute-force way which is extremely cache efficient. These test do culling on 10k objects. CPU Optimization.

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