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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. This series of articles could be treated as a project guide to the Cocos Cyberpunk that is intended to help you and save your time.

Code 52
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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

It can be released to multi-platforms, such as Web, iOS, and Android. As you can see, slot4 uses a dedicated format Format.DEPTH_STENCIL for depth map. Slot3 is used to store positions, and on non-mobile platforms, the high-precision format Format.RGBA32F is used to improve quality. Let’s take a look at their formats.

Render 52
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A comprehensive guide to in-demand roles in film and games

CG Spectrum

If they don’t create textures themselves, 3D modelers will work especially closely with texture artists and look development artists (aka surfacing artists) who will add realism and detail to their model through texture maps and shaders. They may also be required to use software that processes scans and photogrammetry.

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