Remove Culling Remove FPS Remove Writing
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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. They only write what is needed (no redundant information), keep the ordering of sections and are simple enough to understand changes by just looking at the diff.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. Static Occlusion Culling In Cocos Cyberpunk, a simple and useful PVS system has been implemented to improve culling performance. You can check the node named “static-occlusion-culling” in the scene for more detail.

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Cocos Cyberpunk Source Code - A Valuable Learning Resource for 3D Game Development

Cocos

Answer: There is no need to modify any code of the engine as the latest version of Cocos Creator allows users to write their own Custom Render Pipeline in TS within project folder. Additionally, it has a highly compatibility with low-end devices, with the lowest-end device being XiaoMI 8 running at 30 FPS.

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). Core: Promote object validity checks to release builds.

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