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I am making a platformer game. But as you can see in the image, tiles are dissapearing. 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. My entire project depends on having this working so I really appreciate some help with this.
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.
Auto-tiling in tile maps. Using GDNative, it's possible to easily extend Godot in C/C++ without recompiling the engine, and that for any platform. Here is an example using the older 3D platformer demo: VR support. Pre-compiled binaries for Windows are provided via the Asset Library , with other platforms coming soon.
Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. Currently, mobile and web platforms are not available, with support likely coming in Godot 4.1. Web platform. GDExtension.
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