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The renders look nice: But each of the “bike”, “truck”, “garden” data sets is respectively a 1.42GB, 0.59GB, 1.35GB PLY file. In the previous post I started to look at Gaussian Splatting. One of the issues with it, is that the data sets are not exactly small.
I’ve posted this similar stack overflow post: tiled - Loading and rendering a Tilemap TMX using Cocos2d-x v4 C++ - Stack Overflow In short, I have a very simple test scene in C++ Cocos2d-x-4 that is loading a tmx file generated from Tiled. xml version="1.0" encoding="UTF-8"?> > <map version="1.10" tiledversion="1.10.1"
My goal here is to improve the UX of working with tiles, making it both easier to use and more powerful. tiles editor series: (you are here) Tiles editor progress report #1. Tiles editor progress report #2. Tiles editor progress report #3. Tiles editor progress report #4. Tiles editor progress report #5.
I’ve posted this similar stack overflow post: tiled - Loading and rendering a Tilemap TMX using Cocos2d-x v4 C++ - Stack Overflow In short, I have a very simple test scene in C++ Cocos2d-x-4 that is loading a tmx file generated from Tiled. virtual bool init() { auto map = TMXTiledMa. .
SheepIT is a free Blender render farm that I've wanted to test for quite some time. The basic idea is very simple: you help in the rendering of other's people projects, and in exchange, other people help you to render. SheepIT is "a free distributed render farm for Blender" Let's break it down.
For example, one of the things DOTS handled really well was rendering large amounts of entities. Without it, rendering the 800.000 tiles that compromise the game map became problematic, so the team had to spend a week on optimizing that. Still, the switch didnt occur without its fair share of issues.
At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. One of the fundamental challenges in real-time rendering is reducing GPU latency to improve frame rate. Another important consideration is transparency.
Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 ("Compatibility") projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca 's car scene , rendered in Godot 4.0 Jump to the Downloads section.
Deserted house in the night, rendered In RedShift. Blue car on the street with sunlight , rendered In RedShift. Red fabric with golden texture rendered with Houdini XPU. For the most performance-minded with memory to spare, curves can be rendered much faster by using the build flag OPTIX_BUILD_FLAG_PREFER_FAST_TRACE.
Godot 4 stereoscopic rendering through Multiview. One of the bigger changes we did to enabled XR support in Godot 4 is implementing multiview support into the rendering engine. Further Mobile renderer improvements in Godot 4. This means that the render buffer is divided into smaller tiles.
Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 (“Compatibility”) projects without using the command line ( GH-70028 ). The illustration picture for this article is from Raffaele Picca ’s car scene , rendered in Godot 4.0 Jump to the Downloads section.
Ended up with a subtle effect which is blended on top of the pre-rendered water surface. It doesn’t tile properly but the seam is hard to notice so I’m fine with it. I also tried distortion for the bottom layer but UV wrapping is a problem because the tiles are in a texture atlas.
This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. Rendering: Implement basic ASTC support ( GH-65376 ). Rendering: Added options for sorting transparent objects ( GH-69998 ).
This gives me freedom in level design and saves work making tiles… tileable. I export the rendered terrain from Blender as a RGBA image but with alpha value set to depth. The graphics backend rewrite took a while. However, the situation is now good. Everything is just one big texture. So it’s RGBZ.
It worked, but there is another issue: if I checked culling in some areas, it didn’t render the base layer. If I unchecked culling, then it was going to lag the game.
2D Renderable Components Batching Guidelines | Cocos Creator , Please increase the value of BATCHER2D_MEM_INCREMENT under Project Project Settings Macro Configurations for a try.
Editor: Make keyboard shortcuts in tile data editors consistent with tilemap editor ( GH-71517 ). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). Rendering: Fix scaling issue in draw_line and similar methods ( GH-69851 ). This release is built from commit caacade56.
By default, the 3D Shader of Cocos will multiply the tile Tilling and add the Offset, and it also supports the flip repair for RenderTexture. Use the water wave effect on the 3D meshes This is only for 3D planes with tiled UV Mapping. the RGB of the color will be multiplied by 0.5 to make the color in bottom darker.
A lot of people asked about making 2D maps and how to use different types of tiles like water vs dirt. For this lesson I created a couple of simple images to use for tile maps. This asset will be sort of abstract data, and can be “skinned” with specific tiles at a later point. They are available in this package here.
. – I came to your forum to report a Cocos2d-x v4 confirmed bug, but unfortunately I cannot post on your forum The bug involves using the newest Tiled Map editor to generate a TMX file with CSV Layer Data Format… In short… newest Tiled Map Editor version puts whitespace in the CSV – which breaks Cocos2d-x v4’s reading of the data.
This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. Rendering: Implement basic ASTC support ( GH-65376 ). Rendering: Added options for sorting transparent objects ( GH-69998 ).
For example, one of the things DOTS handled really well was rendering large amounts of entities. Without it, rendering the 800.000 tiles that compromise the game map became problematic, so the team had to spend a week on optimizing that. Still, the switch didn’t occur without its fair share of issues.
In that project, we had some unique challenges thanks to a non-square board where tiles were optional. In addition we had to consider tile heights – and whether or not a unit could jump as high as needed. In contrast, the pathfinding in this lesson will be for a 2D square board with no missing tiles.
For Renderer, I chose Forward+ because I think it is somewhere between URP and HDRP. In Unity the basic cube uses the same texture for all faces, but in Godot each face is unique, so to tile the texture so the complete texture is on each face, set the U,V, and W values to 3, 2 and 1 respectively. Under UV1 we need to set the scaling.
It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. Auto-tiling in tile maps.
Odds and Ends Gotta check every little thing, like the tiles-ASCII toggling animation, does that work? For the tileset animation I think it was as simple as having needed to set it to match whatever tile size the map is currently using, rather than always using the standard size. How about the map export function?
Although I imagine that for the most part the player will only be controlling medium sized units (which occupy a single tile), I also want to make A.I. Even worse is that our current iteration of the pathfinder does not include blocked tiles in its path map, so as it is now, I can’t see a path to an opponent.
The concept is simple, though does require that text characters take up about half the width that tiles do, which can be a little restrictive at certain sizes. Notice how the tiles in this Cogmind screenshot each occupy two cells, delineated by the partial grid overlay. Big chonker tile has arrived. No crashes, just big tiles.
Especially when working with large datasets, interaction can be difficult as render and compute times become prohibitive. Visualization compute and render times are brought down to interactive speeds, unblocking the discovery process. You can use it by itself to render a variety of precise and high-density chart types.
Notable changes are in-editor class reference translations (so far Chinese (Simplified), Spanish, and some French), some new rendering features (high quality glow mode, 3D point light attenuation option), and a number of C# marshalling fixes. Rendering: Rooms and portals-based occlusion culling ( GH-46130 ).
First, the original data stream is segmented into 64 KB tiles, which are processed independently. This coarse-grained decomposition provides thread-level parallelism, enabling multiple tiles to be processed concurrently on multiple cores of the target processor. All threads in the SIMD group share the decompression state.
open for full size) Okay so each tile actually occupies four times the usual amount of space, but what we mean here is that the cell dimensions are doubled. When the engine is about to render a frame, it first lets this function know about it and expects to be handed an image in return.
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