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NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Recently, NetEase introduced Mesh Shader support to Justice. Not only are the updated environments breathtaking, the game supports 1.8
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. The traditional way to make games longer since the beginning of times is to divide them in stages. Creating games this way is, as a result, more challenging.
Unity’s Frustum Culling and Depth Rejection techniques help reduce the amount of geometry processed by discarding objects outside the camera’s view or hidden by others. GPU Occlusion Culling adds another layer of optimization by skipping objects that are occluded by other elements in the scene, thus reducing unnecessary vertex processing.
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. Everything in the main frame is culled at the same time, objects, light cascades, SDFGI cascades, etc. These test do culling on 10k objects.
Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way. In my case I had terrible FPS with just some thousand mesh instances.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ).
x branch to develop and publish their games today , so it's important for us to keep giving Godot 3 users an improved gamedev experience. As such, most of the focus was on implementing missing features or bugfixes which are critical for publishing 2D and 3D games with Godot 3, and on making the existing features more optimized and reliable.
What a year it has been, with the number of Godot submissions in game jams rising to new heights, more people working for the Godot Foundation than ever before , and most industry award shows featuring one if not more games made with Godot. And with that, the 2024 season comes to an end. A busy year inside the project as well.
This post gathers best practices based on our experiences so far using NVIDIA RTX ray tracing in games. It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. Instances should share the base mesh BLAS.
Leveling up your games with the cutting-edge technologies found in the biggest blockbusters just got a lot simpler. Leveling up your games with the cutting-edge technologies found in the biggest blockbusters just got a lot simpler. Pull the latest change list from UE4 mainline today to improve system latency in your game.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ).
Write a more efficient Mesh format, which allows faster loading/saving. Improve Culling: Portals (rewrite as polygon-based) and Rooms. It performs scene culling from the camera and generates the list of lights and geometries that are visible for rendering. It manages resource storage such as textures, meshes, skeletons, etc.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! Android editor port ( GH-57747 ).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! Android editor port ( GH-57747 ).
x branch to develop and publish their games today, so it's important for us to keep giving Godot 3 users an improved gamedev experience. Most of work was aimed at implementing missing features or fixing bugs which are critical for publishing 2D and 3D games with Godot 3.x, This ensures your game will run the same on all machines.
Unity Engine introduces an awesome tools to empower your game development process. In this post I’m going to explain to you how to use render textures in your game. I have also set up Culling Mask so that the camera captures only the things with the correct layer. This feature opens many ways to step up your game (literally!).
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! if something that worked fine in 3.4.x
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! Android editor port ( GH-57747 ).
The fix seems relatively safe but this will require heavy testing to make sure it doesn't regress - if you have 3D games using Bullet physics, please try this RC 2 and report any issue. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. Two years ago (!),
This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. In order to benefit you should be moving your objects and running your game logic in _physics_process(). This ensures your game will run the same on all machines. back in 2020! Read the updated docs for details.
GLES2 batching is enabled by default both in-game and in the editor. C#: Allow debugging exported games ( GH-38115 ). Core: Fixed false positives in the culling system ( GH-37863 ). GDScript: Fix leaked objects when game ends with yields in progress ( GH-38288 ). Core: Fix dangling Variants ( GH-38119 ).
GLES2 batching is enabled by default both in-game and in the editor. C#: Allow debugging exported games ( GH-38115 ). Core: Fixed false positives in the culling system ( GH-37863 ). GDScript: Fix leaked objects when game ends with yields in progress ( GH-38288 ). Core: Fix dangling Variants ( GH-38119 ).
GLES2 batching is enabled by default both in-game and in the editor. C#: Allow debugging exported games ( GH-38115 ). Core: Fixed false positives in the culling system ( GH-37863 ). GDScript: Fix leaked objects when game ends with yields in progress ( GH-38288 ). Core: Fix dangling Variants ( GH-38119 ).
The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. Changes to resources can also be merged.
WebXR support for VR games. Input: Add mouse event pass-through support for the game window ( GH-40205 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). VR: Add WebXR support for VR games ( GH-42397 ). Minimap support in GraphEdit.
WebXR support for VR games. Input: Add mouse event pass-through support for the game window ( GH-40205 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). VR: Add WebXR support for VR games ( GH-42397 ). Minimap support in GraphEdit.
WebXR support for VR games. Input: Add mouse event pass-through support for the game window ( GH-40205 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ). Rendering: Various fixes to light culling ( GH-46694 ). VR: Add WebXR support for VR games ( GH-42397 ). Minimap support in GraphEdit.
stable branch in January 2020 as a major update to our free and open source game engine. You can join the translation effort on Weblate and help bring high quality localized documentation to game developers all over the world! C#: Allow debugging exported games ( GH-38115 ). Godot contributors released the Godot 3.2
As much as we love exciting new features, we also want to see people create games on the full spectrum of devices for everyone to enjoy. Don't worry, though, you will be able to reap the benefits of these new features without sacrificing your game's performance. Similarly support for AMD’s Fidelity FX Super Resolution 1.0 (FSR
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