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Feature request: Texture atlas polygon support in CC v3

Cocos

We use Texture Packer v7 and it supports Polygon atlases. Useful links: codeandweb.com Cocos2d-x performance optimization with polygon sprites Are you experiencing low FPS in your cocos2d-x game? 如何重现) Create with Texture Packer or any other tool a Polygon Texture Atlas and apply them into a Sprite in Cocos Creator 2.1.3. (如何重现)

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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Choosing the Right Networking Solution Unity offers multiple networking solutions, but selecting the right one depends on the game's complexity, player count, and required features. Texture Atlasing combines multiple textures into one atlas to lower the number of texture switches that occur. Look no further! Get in touch.

Games 71
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Feature request: Texture atlas polygon support in CC v3

Cocos

We use Texture Packer v7 and it supports Polygon atlases. It was working starting from Cocos2d-x, but CC 3 doesn’t support it. Useful links:

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What is Level of Detail (LOD) in 3D Modeling? | Techniques & software

CG Spectrum

3D modelers apply many processes to improve the look and usability of their assets when creating the characters, props, and sets that feature in your favorite video games and films. It helps reduce the amount of detail by simplifying polygons and textures as they get further away from the camera. will be required.

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3D Content Interoperability with Topology-Free Modeling

Nvidia

The more polygons that an object has, the more detailed it appears, but high numbers of polygons demand more computing power. The polygon layout, or topology, of these items must be planned efficiently and created in advance to minimize the number of polygons and generate objects of the highest grade.

Content 91
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D2 log 057 – Tiles, pt.2

Catnip Games

In addition to the visible texture, each tile had a lower resolution bitmap which defined the material at a given spot. I got rid of that and switched to a polygon based approach which plugs into Box2D. Material polygons are created as invisible objects in Blender and exported into the game.

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Solo dev Lincoln McCulloch’s all-consuming journey to develop Dungeons & Kingdoms

PreMortem.Games

Any time off means you delay your game by that much time, or cut features, or reduce quality. I use several different approaches which usually depend on the scope or impact of the feature. It may start as a feature to ‘walk through’ the design, where that documentation is immediately obsolete as I write it.

Dev 145