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. 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.
I am making a platformergame. 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.
At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. The technique is particularly effective on mobile platforms, where GPU performance is often constrained by hardware limitations.
For decades, conventional wisdom about game development has stated that the launch of a new hardware generation would bring with it a step change in costs. Read more.
Developer Epic Games fires 830 people this year. The games industry is doing better than it’s ever done. According to videogamelayoffs.com , a site that tracks public announcements across the industry, a reported total of 8,000 people have lost their jobs in gaming in 2023. Top image: Fortnite.
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.
I'm sure everyone is getting tired of playing Animal Crossing, and what better way to exercise your grey-matter than modding your favorite game. The other downside is these really are the dev tools we used to make the game, and like most in-house dev tools, they are poorly documented and very crude around the edges. there's more.
I’m sure everyone is getting tired of playing Animal Crossing, and what better way to exercise your grey-matter than modding your favorite game. The other downside is these really are the dev tools we used to make the game, and like most in-house dev tools, they are poorly documented and very crude around the edges.
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. Today, I am thrilled to share with you an amazing 3D shooter game project that I think you’ll love.
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. Open the scene named scene-game-start and click on the preview button to run the game, you will see the following screen.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ).
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.
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.
The illustration picture for this article is from The Mirror , an upcoming all-in-one game and game development platform currently in Closed Alpha. Physics: Allow to apply the angular velocity of a moving platform ( GH-63650 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ).
As always, honoring the Godot tradition, this renderer will be super easy to use and run on as many platforms as possible. Improve Culling: Portals (rewrite as polygon-based) and Rooms. As such, ports for different platforms must be kept separate as they share little code. TODO for Milestone #3 (December 2016). and OpenGL ES 3.0
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. 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 (!),
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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 ). After refining our Godot 3.2
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). C#: Allow debugging exported games ( GH-38115 ). But Godot 4.0
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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 ). Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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 ). Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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 ). stable build. Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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 ). stable build. Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). 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 ). stable in a day or two.
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.
The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. Using GDNative, it's possible to easily extend Godot in C/C++ without recompiling the engine, and that for any platform. is the ability to export games coded in C#, as such it's not fully usable in production yet.
We switched it back to disabled by default for all platforms. 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. Anything behind the polygon will be culled from view. had had multiple maintenance releases.
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. Anything behind the polygon will be culled from view. It is really as simple as that to get started, place them wherever you like in your game level.
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.
WebXR support for VR games. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Input: Add mouse event pass-through support for the game window ( GH-40205 ). Rendering: Various fixes to light culling ( GH-46694 ). VR: Add WebXR support for VR games ( GH-42397 ).
WebXR support for VR games. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Input: Add mouse event pass-through support for the game window ( GH-40205 ). Rendering: Various fixes to light culling ( GH-46694 ). VR: Add WebXR support for VR games ( GH-42397 ).
WebXR support for VR games. Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Input: Add mouse event pass-through support for the game window ( GH-40205 ). Rendering: Various fixes to light culling ( GH-46694 ). VR: Add WebXR support for VR games ( GH-42397 ).
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. Anything behind the polygon will be culled from view. It is really as simple as that to get started, place them wherever you like in your game level.
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
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. Ability to completely reimplement all rendering code if desired, without changing the underlying game. As great as this is, though, only very high-end and high-budget games will really make use of it.
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