Decal Shader for mobile platform
Cocos
MAY 21, 2024
Is there a decal shader (screen space decal / deferred decal) on Cocos forward rendering for mobile platform ? mr.kyli…
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Cocos
MAY 21, 2024
Is there a decal shader (screen space decal / deferred decal) on Cocos forward rendering for mobile platform ? mr.kyli…
Cocos
MAY 18, 2024
Is there a decal shader (screen space decal / deferred decal) on Cocos forward rendering for mobile platform ? mr.kyli…
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iXie gaming
SEPTEMBER 17, 2024
In the fast-paced world of mobile game development , visual effects (VFX) play a pivotal role in creating immersive experiences that captivate players. However, achieving this level of visual excellence without compromising performance on mobile devices is a delicate balancing act.
Cocos
JULY 8, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
JULY 7, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
JUNE 28, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
JUNE 21, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
JUNE 21, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
JUNE 21, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
JUNE 19, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
JUNE 4, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
JUNE 5, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
PreMortem.Games
OCTOBER 14, 2024
At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications.
Cocos
MAY 28, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
MAY 23, 2024
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:
Cocos
AUGUST 29, 2023
I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8 error - Attribute a_uv0 is missing, add a dummy data for it. How to solve this issue version-3.8 float g = texColor.g;
Cocos
MAY 14, 2023
This article will delve into the principles, implementation details, common issues and solutions, memory overhead, and compatibility of the Deferred Rendering technique. The rendering stages involved in Deferred Rendering. The problems that are solved by Deferred Rendering. Solution for transparent object rendering.
Mircosoft Game Dev
JANUARY 25, 2023
renderer support ( GH-71848 ). Rendering: Fix Vulkan validation errors related to enabling extensions ( GH-70429 ). Rendering: Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend ( GH-71690 ). Rendering: Use proper space for forward GI reflections ( GH-71694 ). iOS: Restore OpenGL ES 3.0
Mircosoft Game Dev
SEPTEMBER 23, 2017
Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Running the whole graphics rendering in a separate thread.
Catnip Games
JUNE 20, 2023
I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The custom terrain shader uses the z-channel to draw water in lower areas of the level. The graphics backend rewrite took a while. However, the situation is now good. Interactive elements will be placed using the in-game editor.
Mircosoft Game Dev
JANUARY 27, 2023
Flag dirty dependencies when GeometryInstance dependencies change in renderer ( GH-71581 ). 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. Rendering: Fix LCD font AA on OpenGL renderer ( GH-72125 ).
Mircosoft Game Dev
DECEMBER 9, 2022
Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ). Rendering: Allow black metallic materials to reflect IBL ( GH-69522 ).
Cocos
SEPTEMBER 14, 2023
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
Mircosoft Game Dev
DECEMBER 30, 2016
It's been a month since the second progress report , and progress continues towards the new Godot renderer. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Add Layered/Stencil rendering. renderer works entirely in linear space (Gamma is no longer supported). Introduction.
Mircosoft Game Dev
NOVEMBER 16, 2022
Rendering: A ton of fixes for all rendering backends, and missing features implemented for the OpenGL3 one. GUI: Add a Font import option to pre-render all glyphs required for the translation ( GH-68448 ). Physics: Implement adjusting the maximum number of physics steps per rendered frame ( GH-65836 ).
Mircosoft Game Dev
DECEMBER 3, 2016
It's been a month since the first progress report , and progress continues towards the new Godot renderer. Little by little every system falls into place, and rendering starts feeling a lot more mature. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Add Layered/Stencil rendering.
Mircosoft Game Dev
JANUARY 15, 2023
has an entirely new rendering architecture, which is divided into modern and compatibility backends. The modern one does rendering via RenderingDevice (which is implemented in drivers such as Vulkan, Direct3D 12, and more in the future). and is intended to run on very old PC hardware as well as most older (still working) mobile phones.
Mircosoft Game Dev
AUGUST 2, 2019
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.
Cocos
FEBRUARY 5, 2024
Therefore, dividing the vast universe into scale models and rendering it in layers helps Cocosmos present content logically and facilitates resource management. Surface Rendering Even with just the eight major planets, differences in composition and volume mass can lead to variations in rendering.
Mircosoft Game Dev
MARCH 8, 2022
macOS: Disable window redraw during resize, when rendering in the separate thread ( GH-58738 ). Rendering: Use Filament specular model and parametrization ( GH-51716 ). Rendering: Use properly use non-perceptual roughness when filtering radiance ( GH-58418 ). Rendering: Fix shader compilation error with anisotropy ( GH-58419 ).
Mircosoft Game Dev
JULY 8, 2022
This RC 6 has a few notable changes compared to the previous build: In RC 4, async shader compilation and caching was enabled by default on desktop, but several users reported issues with it on some hardware. You can enable it in the Project Settings ( rendering/gles3/shaders/shader_compilation_mode ). and backported to 3.5.
Mircosoft Game Dev
JULY 28, 2022
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Both features were implemented by our text rendering expert bruvzg in the master branch for Godot 4.0, Estébanez ( RandomShaper )!
Mircosoft Game Dev
DECEMBER 9, 2022
Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). Rendering: Fix AABB errors on meshes with bones on multiple surfaces ( GH-65035 ). Rendering: Allow black metallic materials to reflect IBL ( GH-69522 ).
Mircosoft Game Dev
JULY 6, 2022
These allow users to dynamically place fog and control complex fog effects with shaders. This post starts off with a high-level description of what FogVolumes are and how to use them, and then includes some technical details about what is going on under the hood and how we get them to render so fast. Volumetric fog.
Mircosoft Game Dev
MAY 18, 2022
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Rendering: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). The main changes coming in Godot 3.5
Mircosoft Game Dev
JUNE 1, 2022
Notably, it fixes some rendering regressions with transparent materials, and crashing iOS templates and Web editor build in RC 2. and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J.
Mircosoft Game Dev
AUGUST 5, 2022
Godot can render at frame rates independent from the fixed physics tick rate. This can lead to problems where the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, causing unsightly jitter. Asynchronous shader compilation + caching (ubershader). Physics interpolation in 3D.
Mircosoft Game Dev
JULY 22, 2022
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Both features were implemented by our text rendering expert bruvzg in the master branch for Godot 4.0, Estébanez ( RandomShaper )!
Mircosoft Game Dev
JUNE 27, 2022
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Both features were implemented by our text rendering expert bruvzg in the master branch for Godot 4.0, Estébanez ( RandomShaper )!
Mircosoft Game Dev
APRIL 15, 2022
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth.
Mircosoft Game Dev
MARCH 30, 2022
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth.
Mircosoft Game Dev
JANUARY 10, 2023
Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Rendering: Add options for sorting transparent objects ( GH-69998 ). Rendering: Cleanup and improve sky render ( GH-70253 ). Rendering: Ignore depth draw optimization when using depth draw alpha prepass ( GH-70884 ).
Mircosoft Game Dev
JUNE 17, 2022
and included in this release candidate are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Both features were implemented by our text rendering expert bruvzg in the master branch for Godot 4.0, Estébanez ( RandomShaper )!
Mircosoft Game Dev
MAY 3, 2022
and included in this beta are: Asynchronous shader compilation + caching (ubershader) ( GH-53411 ). A long awaited solution to shader compilation stuttering on OpenGL, courtesy Pedro J. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth.
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