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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications. Another essential tool, the Shader Graph heatmap, provides a visual estimate of the cost associated with different Shader Graph nodes.

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Axmol-2.0 released

Cocos

GitHub - axmolengine/axmol: Axmol Engine – A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A axmol is just a fork of cocos2d-x-4.0: A fork of Cocos2d-x-4.0) release notes Add experimental WebAssembly build support(WebGL 2.0) fmtlib: 10.0.0 ==> 10.1.0 FreeType: 2.13.0 ==> 2.13.2 llhttp: 8.1.1 ==> 9.0.1

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Dev snapshot: Godot 4.0 beta 16

Mircosoft Game Dev

Those typically shouldn’t add instability to the engine, but may require doing some changes in your scripts, scenes, and shaders if you were using the affected APIs. Import: Avoid nested skeletons, and handle skinned meshes with children ( GH-72158 ). Shaders: Several shader preprocessor parser fixes and improvements ( GH-72058 ).

Beta 102
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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

Additionally, the modern backend can implement rendering methods , such as forward clustered, mobile, and more in the future (such as deferred clustered, cinematic, etc.). and is intended to run on very old PC hardware as well as most older (still working) mobile phones. Mesh streaming : Models are loaded as low detail (few vertices).

AAA 145
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Dev snapshot: Godot 4.0 beta 8

Mircosoft Game Dev

Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ). Rendering: Implement CAMERA_VISIBLE_LAYERS as built-in shader variable ( GH-67387 ). Rendering: Fix mobile and gl_compatibility renderers sky_transform operations ( GH-69636 ). Rendering: Allow black metallic materials to reflect IBL ( GH-69522 ).

Beta 90
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Godot 3.0 progress report #6

Mircosoft Game Dev

It even runs games flawlessly on mobile web! You can have hundreds of thousands of particles on legacy CPUs or mobile. While we offer a default particles material (which is very powerful and customizable), it is possible to write your own particle logic entirely in a shader. Here's a small platformer demo you can try!

Mesh 52
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Vulkan progress report #2

Mircosoft Game Dev

Finally, the way light shaders now works is more user friendly to creating custom lighting shaders. The 2D material system is back, so writing custom shaders works with the new Vulkan renderer. The shader language is mostly untouched since Godot 3.x, x, so existing shaders should just work. 2D materials.

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