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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.

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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Before going into optimizing for multiple threads, let's first take a look at the typical order of execution of the main blocks of a game engine. Research on game engine optimization for multiple threads at the time resulted in documentation and papers for a new technique named job scheduling. How is this achieved?

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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Another critical thought was that I want to batch the vegetation meshes and some other meshes on runtime while playing the game. Step by step to dense vegetation and acceptable FPS. Draw call batching. And it has just twelve vertices.

Mesh 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). Editor: Add ability to rename groups in the GroupsEditor ( GH-62659 ). Editor: Define bold, italics and mono fonts in editor log for print_rich() ( GH-62860 ).

Beta 52
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Dev snapshot: Godot 4.0 beta 3

Mircosoft Game Dev

Editor: Allow right-click to erase TileSet terrains and TileMap autotiles ( GH-65903 , GH-66656 ). Rendering: Vulkan: Fix culling of negatively-scaled objects ( GH-67176 ). Editor: Add ability to rename groups in the GroupsEditor ( GH-62659 ). Editor: Define bold, italics and mono fonts in editor log for print_rich() ( GH-62860 ).

Beta 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

The new 3D renderer is state-of-the-art, with features rarely see in game engines today, such as: Full principled BSDF. is the ability to export games coded in C#, as such it's not fully usable in production yet. Visual scripting is ideal for non-programmers, or for programmers exposing behaviors to game designers, artists, etc.

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