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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Lag, desync, and glitchesthe unholy trio that can kill a multiplayer game faster than a rage-quitting gamer smashing his keyboard! Ever wondered why some multiplayer games feel smooth and lag-free, while others frustrate players with constant glitches? Synchronization: Ensures that game states remain consistent across all clients.

Games 78
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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

This release includes fixes to security vulnerabilities in the mbedTLS third-party library, so we strongly recommend updating for any game using networking functionality. Rendering: Add ASTC HDR format variants ( GH-102777 ). Rendering: Fix voxelizer normals ( GH-102893 ). See below for a list of the most relevant changes.

Render 90
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Dev snapshot: Godot 4.5 beta 1

Mircosoft Game Dev

The cover illustration is from Rift Riff , a tower defense game whose layered combat isn’t compromised by its variety of forgiving mechanics! You can buy the game on Steam. Particles are fast-forwarded slightly in order to render something, utilizing a fixed seed. GH-105272 ) “Mute Game” toggle in Game view. (

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Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

The illustration picture for this article comes from Haulin Oats , a board game about truck driving, the US highways, and oatmeal (?!), Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc ( GH-104154 ). Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ).

Bug 80
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2024 Cherry-picks

Mircosoft Game Dev

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.

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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

The fastest way to render a model is not to render it at all. This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. I hope to help you advance further in 3D game development. It can be released to multi-platforms, such as Web, iOS, and Android.

Culling 52
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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.

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