This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
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.
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.
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.
Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it's getting very close to the state that we would be happy with. More engine enums are now bound with BitField, making their usage more type-safe, especially in C# ( GH-71037 , GH-71045 , GH-71116 ). beta releases.
The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. How time flies, the Cocos Engine team has released the latest version, Cocos Creator v3.7. Hey everyone, Kylin here!
For someone who didn’t know Cocos Cyberpunk, it is an open source 3D TPS (Third-person Shooter) game, developed by the Cocos Engine team, which can be published to iOS, Android and Web. Static Occlusion Culling In Cocos Cyberpunk, a simple and useful PVS system has been implemented to improve culling performance.
Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it’s getting very close to the state that we would be happy with. More engine enums are now bound with BitField, making their usage more type-safe, especially in C# ( GH-71037 , GH-71045 , GH-71116 ). beta releases.
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. Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness.
I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. I've always skewed away from visual programming and dialogue engines. Each of the stores uses the same "bits", but we still had to download each platform from each store and do a run through.
But wait… don’t hit the back button yet… I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. I’ve always skewed away from visual programming and dialogue engines. Releasing the engine source (c++) is problematic for a few reasons.
After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New audio engine. GPU particles.
Our goal is to have a modern, clustered renderer that supports everything mainstream engines support, including PBR, global illumination and flexible shader editing. As always, honoring the Godot tradition, this renderer will be super easy to use and run on as many platforms as possible. TODO for Milestone #3 (December 2016).
Subscribe to The Nodeletter to get a regular digest of Godot Engine news directly in your email inbox! For the purpose of this retrospective, we approached the engine maintainers directly, asking them to point us at one particularly compelling change they witnessed in their area of expertise. beta 1 release notes.
beta just yet as we expect the engine to be unstable until we have more testing done. Throughout the last two years the core of the engine has seen a lot of improvements and refactoring to bring it to the next level in terms of maintainability, reliability, and performance. We don’t recommend migrating large projects to the Godot 4.0
stable branch in January 2020 as a major update to our free and open source game engine. includes 5 major features: C# support for the iOS platform. This nearly completes the platform support for C# projects in Godot (only UWP support is still missing). Core: Fixed false positives in the culling system ( GH-37863 ).
In this build, we also built it for 32-bit platforms (armv7 and x86) as there was some demand for it, so you'll find the APK is a bit heavier. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon.
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. As for DirectX12, it's only relevant for Windows/UWP, so there is no strong incentive for us to support it as a cross-platformengine.
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. Anything behind the polygon will be culled from view. Thanks to all of you patrons from the bottom of our hearts!
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). And many more bug fixes and usability enhancements all around the engine! Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). And many more bug fixes and usability enhancements all around the engine! We published a first beta a few weeks ago, and here's the next round with Godot 3.2.2
in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. Additional funding will enable us to hire more core developers to work full-time on the engine, and thus further improve its development pace and stability.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). And many more bug fixes and usability enhancements all around the engine! Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). And many more bug fixes and usability enhancements all around the engine! stable build.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). And many more bug fixes and usability enhancements all around the engine! stable build.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). Core: Fixed false positives in the culling system ( GH-37863 ). GDNative: Fix Variant size on 32-bit platforms ( GH-38799 ). And many more bug fixes and usability enhancements all around the engine! stable in a day or two.
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Editor: 3D editor grid improvements ( GH-45594 ). Editor: Adjust auto-scale on 4K monitors to 150% ( GH-45910 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Editor: 3D editor grid improvements ( GH-45594 ). Editor: Adjust auto-scale on 4K monitors to 150% ( GH-45910 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Rendering: Various fixes to light culling ( GH-46694 ). And many more bug fixes and usability enhancements all around the engine! Editor: 3D editor grid improvements ( GH-45594 ). Editor: Adjust auto-scale on 4K monitors to 150% ( GH-45910 ).
We switched it back to disabled by default for all platforms. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view.
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content