article thumbnail

How to Use Occlusion Culling in Unity — The Sneaky Way

The GameDev Guru

For those who never went through an occlusion culling tutorial in Unity. can you guess what's wrong in this game's indoors scene?

Culling 100
article thumbnail

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 was thinking of a game to make, and I thought about how much my kids love car games. By AI assist, I simply mean a path the car will follow throughout the game. So, what issues did find?

Engine 64
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

[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. This approach enables our games to efficiently eliminate unseen static objects during rendering, reducing the rendering load and enhancing game performance. I hope to help you advance further in 3D game development.

Culling 52
article thumbnail

Disable tiles map culling? is this a bug?

Cocos

I am making a platformer game. In other threads I read that there was a macro to disable culling, but I don’t know where it is in cocos2dx 4.0. Hello, I am having a huge problem. It is basically a tilemap moving in the opposite direction of the player to work as a camera that follows.

Culling 52
article thumbnail

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

Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.

Culling 52
article thumbnail

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

Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.

Culling 52
article thumbnail

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

Here are some practical tips: Reorganize the Rendering Tree Without Affecting Logic: By decoupling the rendering tree from the game logic, you can achieve more flexible rendering without interfering with game mechanics. This allows for easier optimization and maintenance.

Culling 52