Remove Culling Remove Mesh Remove Terrain
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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings). Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range.

Games 71
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. 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.  

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

Mircosoft Game Dev

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. It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc.

Render 52