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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

GH-98163 ) CSGMesh3D now explicitly requires the mesh to be manifold. A manifold mesh must be closed, have each edge connected to only two faces, and have volume. Commonly, this means that it needs to be a watertight mesh without any holes and where you can never see the backside of the triangles. (

Beta 106
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

Mesh streaming : Models are loaded as low detail (few vertices). The most complex is mesh streaming , which generally needs to be implemented together with a GPU culling strategy to ensure that very large amounts of models can be drawn at no CPU cost. Mesh resource for each pass of the particle. Large team VCS support.

AAA 145
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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

It does not require raytracing , and it runs in most current (and some years old) dedicated GPUs, even medium-end budget CPUs from some years ago (SDFGI was developed and tested on a GeForce 1060, running at a stable 60 FPS). Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings.

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Pedro added an option for agile input processing , which can help increase responsiveness for input on lower-end mobile devices, so you can keep games playable even if the framerate isn't at a steady 60 FPS. Search "rendering" in the changelog.

UX 52
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[Tutorial]Make the game run smoothly on high-end, mid-range, and low-end devices - Guide to Cocos Cyberpunk Source Code

Cocos

I have actually wanted to write about this topic for a long time, but to clarify this topic, it’s not enough to just talk about it. For low-end devices, all effects can be turned off for a smooth user experience ( at 24 ~ 30 fps ). Mesh LOD can be switched not only based on distance but also based on the performance level of devices.

Code 52
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Moving to Vulkan (and ES 2.0) instead of OpenGL ES 3.0

Mircosoft Game Dev

Single codebase for everything is like a dream come true for writing an engine. Still, there seems to be a large chunk of them (36% at the time of this writing) that only support OpenGL ES 2.0. 45 FPS where you would expect 60 if you have an Intel HD 5000). Support for 2D meshes, 2D skeletons, and deformable polygons.

Render 40
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Unreal Engine 5 FPS: Create A Zombie Horde Shooter

Awesome Tuts

Since we’re going to use the assets in the Art folder inside our new FPS Zombie Horde project, locate the folder where you stored your FPS Zombie Horde project. While this code will run fine and there are no performance issues, there is a way to write it better and have better performance in a potentially larger game.

FPS 52