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Use Custom Render Pipeline to Enhance your Game Graphics - Guide to Cocos Cyberpunk Source Code

Cocos

Full source code can be got for free: [link] The amazing graphics in Cocos Cyberpunk attracts many friends. Today, let’s take a look at the basic content of the three pipelines. As I mentioned before, the engineer responsible for the Cocos Cyberpunk rendering work has isolated the CRP-related content as extensions to facilitate reuse.

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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

Developing a detailed, polished universe like this presumably took a lot of time and effort from the team, but it pays off in the end as they continuously push out more content over time for player engagement. The animation and art assets in Cookie Run: Kingdom not only win in quantity but also in quality.

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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

A high number of Draw Calls also reflects, to some extent, that there is too much content to render, which can put significant pressure on the GPU. The essence of offline culling is: pre-baking scene visibility and quickly culling unseen models during rendering. Expanding the Blocks property, you can see the content in the image below.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

As shown in the picture above, when you open the Cocos Cyberpunk project, you will see the folders in the Assets window at the left bottom corner of Cocos Creator. 2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it.

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The Convergence of all Entertainment

Game Dev Unchained

“ It feels great to not have to sit around waiting for hours to bake lightmaps. You are now a valuable asset that can utilize the same toolset that you have obtained throughout your career and am able to jump to other mediums like movies, architecture, and advertisement seamlessly. Scott Knapp.

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Accelerating Load Times for DirectX Games and Apps with GDeflate for DirectStorage

Nvidia

Resource streaming and data compression Today’s video games feature extremely detailed interactive environments, requiring the management of enormous assets. The bulk of a game’s content package is made up of resources that naturally target the GPU: textures, materials, and geometry data.

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Optimize Vegetation Generation

Mnenad

More details can be found under Unity’s official documentation page for Draw Call Batching :       Draw calls are often resource-intensive, with the graphics API doing significant work for every draw call, causing performance overhead on the CPU side. It was easy to set up and on low cost. That’s it. When

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