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Cocos Shader Tutorial 1.0 - about UV

Cocos

By dynamically changing this value, a simple animation effect can be achieved. More applications of UV in Shader UV can be widely used in effects such as frame animation and water ripples. _pass = this.node.getComponent(Sprite).material.passes[0]; meshes) { let dis = geometry.intersect.rayModel(this._ray, x,waveFactor.y-uv0.y);

Shaders 98
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Does Spine work with USE_INSTANCING?

Cocos

Hello, I’m working on a custom material/effect with a USE_INSTANCING branch that works on sprites, but does not work on a spine character. I’ve tried the different animation cache modes, and enable/disable batch. Maybe spine outputs skinned meshes that don’t support instancing? Nothing special, but I’ve attached it below.

Texture 40
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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

The first thing to download will be the sprites and textures from the original tutorial. This is a resized and scaled version from this CC0 art set from OpenGameArt.org [link] Create Materials As with the animation scripts, I’ll put off slicing the sprites until we need it for the UI portion.

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ).

Beta 105
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Animation: Add animation_started/finished signals to AnimationTree and fix time accuracy in StateMachine ( GH-70278 ).

Beta 81
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Unreal Engine 5 FPS: Create A Zombie Horde Shooter

Awesome Tuts

Inside the BP_Player editor, click on the mesh component in the Component tab at the top right corner: Now inside the Details tab on the right side, under the Mesh option for the Skeletal Mesh 3D object we are going to select the Mannequin 3D object: But make sure that you select the one which is located in the Art folder.

Engine 52
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GLES2 and GDNative, progress report #4

Mircosoft Game Dev

basics for skeletal animations. finish up skeletal animations (- blend shapes). Last time I promised more fancy screenshots, here some perspective-correct renderings of some meshes. Meshes with similar shaders can be grouped together so that shaders don't need to be unloaded and loaded again, and many other cool things.

Shaders 52