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GameFromScratch.com Godot C# Development Sample + New RenderingDemo Using C# with Godot Engine is powerful but at times daunting due to the lack of documentation and samples available. Thankfully there is a new example available from Chickensoft.
GameFromScratch.com Four Godot 4 Graphic Demo Scenes Godot 4 was recently released and contains an all new renderer and plenty of new graphic features. Today we are going to look at 3 free and 1 commercial scenes for showing off the graphic capabilities of the Godot Engine.
Our new sample, Happy Harvest , shows new techniques for creating 2D lights, shadows, animation, and VFX with the Universal Render Pipeline in Unity 2022 LTS.
Release + Cyberpunk Demo The free cross platform 3D game engine Cocos Creator recently released Cocos 3.7 as well as a new Cyberpunk themed demo showcasing the new rendering capabilities of the engine. Release + Cyberpunk Demo Read More The post Cocos Creator 3.7 GameFromScratch.com Cocos Creator 3.7
I quickly felt at home and I started focusing on 3D editor and rendering contributions. Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. My first task will be integrating an occlusion culling system into the new Vulkan renderer. finish line.
From creative sparks to render farms, we'll explore every nook and cranny of the VFX universe, sharing battle-tested techniques that'll make even the trickiest effects look like a walk in the digital park. The VFX Artist's Toolbox Think of VFX as building the world's most amazing digital sandwich - you need all the right layers!
Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.
Hi, I’ve been having issues with opacity and Render Textures in CC 2.4.11 I have created a very easy to understand demo project showing how it behaves and it’s easy from this demo to swap things around, create new cameras etc.: which I don’t know how to solve. I’ve tried so many different combinations.
Continuing the discussion from Tutorial: Custom rendering using cc.Graphics in Cocos Creator: Thank you, @CocosMarketing and GT for the above tutorial topic! Is there any chance of a guide, or maybe some tips on how to port the effects and materials from this demo to Cocos 3?
Continuing the discussion from Tutorial: Custom rendering using cc.Graphics in Cocos Creator: Thank you, @CocosMarketing and GT for the above tutorial topic! Is there any chance of a guide, or maybe some tips on how to port the effects and materials from this demo to Cocos 3?
Continuing the discussion from Tutorial: Custom rendering using cc.Graphics in Cocos Creator : Thank you, @CocosMarketing and GT for the above tutorial topic! Is there any chance of a guide, or maybe some tips on how to port the effects and materials from this demo to Cocos 3?
show original If you still have problem, tell me and upload your demo. Maybe you could have a try. github.com cocos/cocos-test-projects/blob/v3.7/assets/cases/ui/02.label/ttf-font.scene assets/cases/ui/02.label/ttf-font.scene
This article will discuss the new feature of Cocos Creator, Custom Render Pipeline(CRP), and demonstrate how to apply the custom render pipeline already written in Cocos Cyberpunk to your own project. Most of them are asking: How to apply the Custom Render Pipeline in Cocos Cyberpunk to my own project. component onto the node.
I first tried the generic solution, but since in a real game it isn’t so straight forward as in my Demo where you would just have a one colored background and no other overlapping elements, I think the “src Blend Factor”: “ONE” is the way to go for the graphics which will use opacity and blend on top of other RT.
Request received form the forum too: [link] ### Proposed Solution Proposed APIs - Support `windowSize` for other desktop platforms in [screen]([link] - Add `resolutionScale` to [screen]([link] ### How it works _No response_ ### Alternatives Considered Nothing to add ### Additional Information _No response_ Besides, in Cyberpunk demo , we have a resolution (..)
Did you download the demo, in the demo I show with clearFlags: Color ON and OFF. You can see that with ON (example 1 in demo) → You have issues with opacity, it has more opacity than it should. You can see that with OFF (example 2 in demo) → You have correct opacity but cannot fade something out completely.
version to achieve the relevant functions: github.com cocos-awesome-tech-solutions/demo/Creator3.4.2_AgoraMediaPlayer at. x-release/demo/Creator3.4.2_AgoraMediaPlayer Cocos' Awesome Technical Solutions. Hello, you can refer to this project, it in Creator 3.4.2
Though not fully complete, the demos already show a lot of progress, and the developer is selling their findings on the Cocos store for Chinese developers. Try it out now (Note the demo is in Chinese): ClothDemo for 2.x Rendering is even more straightforward, just use the Graphic component and draw lines directly.
Features Custom Render Pipeline with Post-Processing Creator 3.x The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
Features Custom Render Pipeline with Post-Processing Creator 3.x The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Release Notes for Cocos Creator 3.8
The recent webinar shares how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project with just a few clicks. The recent webinar shares how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project with just a few clicks.
Apart from that, the month was mostly spent on implementing more 2D items in the renderer as well as working on getting custom shaders running. add simple C++ GDNative demo. add line rendering. add ninepatch rendering. add polygon and GUI primitive rendering. add circle rendering. render meshes.
I try to use in demo project, and seems this arg. In Safari on MacOs Ventura there is no rendered anything, only in Firefox or Chrome. colors is not fill the triangles or i don’t understand how it works in cocos , there is a project attached, can play. hex-map-sample.zip (387.5
Evan Anthony: “I’m proud of the subtleties of the landscape rendering like the way the reflection is balanced with translucency allowing you to see underneath the surface and have lots of nice depth and parallax.” Nirvana Noir is ‘coming soon’, but you can already try out the demo.
I want to create a game using a custom render pipeline and a render graph in 3.8.3. However, I can’t find any scripts or even references in the Cyberpunk demo. I’ve also been unable to locate any information about it online. Can you tell me please if it’s publicly available, or is it closed for now?
x-release/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts This way, you can create an imageAsset using Unit8Array data. github.com cocos/cocos-awesome-tech-solutions/blob/3.7.x-release/demo/Creator3.7.3_PartialScreenshot/assets/script/Screenshot2D.ts
NVIDIA at GDC 2023: Frame Generation and Path Tracing Tools Now Available Generate frames with the latest breakthrough in AI rendering Announced with the NVIDIA Ada Lovelace architecture, DLSS 3 raised the bar not just for visuals but also performance and responsiveness. Watch the demo video to learn more. Video 2.
Demos RTX Technology Showcase Experience the latest NVIDIA RTX technologies available in Unreal Engine 4. Toggle ray tracing on and off between reflections, shadows and translucency to see the impact these features have on NVIDIA’s Attic demo and what they could bring to your project. Learn more here.
Main Features Full platform compatibility Multi-texture rendering support High-definition text rendering Enhanced dynamic atlasing Enhanced Label component performance Enhanced Spine component performance Support for Spine costume changes using SpriteFrame Multi-threading support For detailed descriptions, please visit our documentation.
While normal maps have been a staple of the Godot render engine for years, new capabilities of the render engine introduced in Godot 3.1 Header picture derived from fracteed 's Parallax Heads demo (CC-BY 4.0).
comes closer and closer, we wanted to spend some words to clarify the direction that Godot 4 has taken in regard of rendering back-ends. The renderer design and all resulting code had to be re-implemented entirely from scratch in order to support Vulkan and modern rendering techniques. The GLES2 renderer in Godot 3.x
I'll give a GDscript demo, and take some time to answer your questions afterwards. A fair part of the Kickstarter's budget will be used to bring better content for all Godot users: The official demos are incomplete for a part, and often pretty rough. Everyone will get an introduction to the new 3D renderer in Godot 3.
NVIDIA Kairos demo showcases Jin, an immersive NPC, and a ramen shop built with the latest NVIDIA RTX and NVIDIA DLSS technologies As shown in Video 1, these modules were integrated seamlessly into the Convai services platform and fed into Unreal Engine 5 and MetaHuman to bring the immersive NPC Jin to life. 2: Heart of Chornobyl.
Thanks to the wonderful work of Christoph Haag in porting the OpenHMD Godot plugin to OpenXR, Collabora was able to show off Godot running Calinou's port of the Sponza demo on Linux using a Vive headset back in early 2019. It has flown under the radar somewhat but Godot was one of the first game engines to show off OpenXR support.
The solution also enables users to fill objects in with color, paint over them with an RBG brush, or cover regions with physically based rendering (PBR) materials. Shapeyard’s deep learning-based 3D model classification techniques filter content by relevant tags with two types of classificators: render-based and geometry-based.
Post processes are still mostly missing, but the material testers demo is fully functioning. This profiler shows all the steps that take place during rendering a frame and their cost in both CPU and GPU. Most real-time lighting code has already been implemented, so the 3D platformer demo (and even the TPS demo) seems to work.
SetLayerOrder can be used to make sure that the various sprite renderers will appear in the correct order. SetLayerOrder sets the order for both the avatar and shadow sprite renderers. Select the Demo game object and attach the EntityViewProvider component to it. Demo Create a temporary Demo script.
The project started from Q2VKPT, a tech demo created by Christoph Schied, who integrated a simple real-time path tracer into Quake II. Have you seen the work that Reddit user mSteward207 has done to make the Quake II remaster compatible with the NVIDIA RTX renderer? We didn’t choose Quake II , it chose us. Yes, I saw those screenshots.
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