Remove Culling Remove Platformer Remove Tile
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Disable tiles map culling? is this a bug?

Cocos

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.

Culling 52
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

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.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

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.

Render 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Harmonize output of OS.get_locale() between platforms ( GH-40708 ).

Beta 52
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Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Physics: Fixing 2D moving platform logic ( GH-50166 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Physics: Fixing 2D moving platform logic ( GH-50166 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). TileSet: Fix selection of spaced atlas tile when using priority ( GH-50886 ).

Beta 52
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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Harmonize output of OS.get_locale() between platforms ( GH-40708 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

CSG: CSGPolygon fixes and features: Angle simplification, UV tiling distance, interval type ( GH-52509 ). Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Harmonize output of OS.get_locale() between platforms ( GH-40708 ).

Mesh 52