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Accessing texture data efficiently

Unity Blog

Learn about the benefits and trade-offs of different ways to access the underlying pixel data of textures in your Unity project.

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Learn How To Get Data From API in Unreal Engine 5 by Building a Virtual Art Gallery

DameDev.tv

In today's post, I'd like to show you how to retrieve an image provided by The Art Institute of Chicago via its public API , how to create a texture from this image, and how to feed this texture to a material and render it on a plane accompanied by a floating text with title, name of the artist and some other details.

Data 87
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Dev snapshot: Godot 4.5 dev 2

Mircosoft Game Dev

However, in contrast to games built with the engine, it wasnt possible to change the current language on-the-fly within the editor itself. Import: Load decompressable texture format if no supported one is found ( GH-104590 ). GUI: Optimize startup times by using ubrk_clone instead of ubrk_open ( GH-104455 ).

Dev 63
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Making shaders more accessible

Mircosoft Game Dev

Our sprite is 32x32 pixels in size, and it must be drawn at some position. Textures are simply bound to bind points starting from 0, and the bind point number is sent via attributes too. For each pixel drawn to the screen, OpenGL will interpolate the outputs that were generated from the vertex program and use them to fill the triangle.

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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

To NEW Friends : Cocos Cyberpunk is a complete open-source TPS 3D game developed by the Cocos Engine official team to showcase the engine’s capabilities in creating heavy 3D games and to boost the community’s learning motivation. Solution for transparent object rendering. which is where the term “Deferred” comes from.

Render 52
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Top Tools and Software for Creating Visual FX in Games

iXie gaming

Particle Systems Within Game Engines Unity’s Shuriken and Unreal Engine’s Cascade/Niagara particle systems are powerful tools for creating 2D effects in your games. These tools work smoothly with your game engine, making it easy to use and improve your effects.

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Cocos Creator 3.8.4 has been released, faster, more stable, and easier to use!

Cocos

In later versions, the engine team will continue to improve the engine’s rendering performance, not only for the mini-game platform but also synchronize performance optimization for other platforms. All WASM module packaging options are now located under Engine Settings → Native Code Packaging Mode. Please look forward to it.

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