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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Graphics Settings: Balance Performance & Visual Quality The settings that control graphics quality determine the smoothness of multiplayer gameplay. A flawless multiplayer experience combined with outstanding visuals can be achieved through proper graphics optimization in Unity environments.

Games 78
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. This is mostly caused by the state changes done between the draw calls (such as switching to a different Material), which causes resource-intensive validation and translation steps in the graphics driver.   It was easy to set up and on low cost.

Mesh 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

Mediocrity means there is no obvious innovation in art and graphic design. The map models are rich and varied in terms of items, buildings, and terrain changes, which offsets outdated graphics performance. It fails to account much for Lost Ark’s outsized noise in the market. Fortunately, the art design of the game performs well.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Different OS, platform and export features are exposed to Godot as special "tags" The tags can be used for multiple purposes, from overriding in each platform to changing export values: Mobile, for example, comes with many predefined feature tags, to aid on reducing graphics requirements on these platforms: IPv6 support.

Render 52
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Coherent Creature Design

Mnenad

As I promised in this chapter I will dig deeper into the designing process around the creatures that will be walking on the procedural terrain. My personal solution was to program my own shape generator, based on values from the terrain generator. Designing the game world's creatures. Shape generation tool. Concept art.

Terrain 52