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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 87
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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.

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 involves grouping objects by their Z-axis position and rendering them in the correct order.

Culling 52