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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)
While I appreciate "oral history" approaches at Polygon like with their Morrowind roundtable , this type of format is, less charitably, just a lazy loosely organized transcript with minimal analysis. Interview current community members and synthesize their perspectives to try to capture the current zeitgeist.
Step by step to dense vegetation and acceptable FPS. The big problem was (and still is in some cases): HOW CAN WE GENERATE DENSE VEGETATION AND PLACE IT FAST AND WITHOUT TO MUCH FPS DROP AFTER THE GENERATION PROCESS ? In my case I had terrible FPS with just some thousand mesh instances. FPS on my machine.
billion triangles running over 60 FPS in 4K on an NVIDIA 3060Ti. Soon we found we can combine Mesh Shaders with auto-generated LODs to achieve almost only-resolution-relevant rendering complexity, instead of polygon number. Their results were nothing short of stunning with local 8K DLSS support and global illumination through RTXGI.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Note: This PR adds threads support, but as this support is still disabled in many browsers due to security concerns, the option is not enabled by default. Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Note: This PR adds threads support, but as this support is still disabled in many browsers due to security concerns, the option is not enabled by default. Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Note: This PR adds threads support, but as this support is still disabled in many browsers due to security concerns, the option is not enabled by default. Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Note: This PR adds threads support, but as this support is still disabled in many browsers due to security concerns, the option is not enabled by default. Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Note: This PR adds threads support, but as this support is still disabled in many browsers due to security concerns, the option is not enabled by default. Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Note: This PR adds threads support, but as this support is still disabled in many browsers due to security concerns, the option is not enabled by default. Build HTML5 templates with threads_enabled=yes to test it.
HTML5: More fixes, audio fallback, fixed FPS ( GH-40052 ). TileSet: Fix potential crash when editing polygons ( GH-40560 ). Note: This PR adds threads support, but as this support is still disabled in many browsers due to security concerns, the option is not enabled by default. Build HTML5 templates with threads_enabled=yes to test it.
45 FPS where you would expect 60 if you have an Intel HD 5000). Support for 2D meshes, 2D skeletons, and deformable polygons. Vulkan as an alternative. For now, we will keep focus on releasing Godot 3.1 with the following main features: OpenGL ES 2.0 Proper Mono export support.
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