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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. Main Character Camera Open assets/resources/obj/player-tps.prefab , locate to player-tps/camera_root/camera_player , and you can see it has a CameraSetting component with the value of Pipeline property set to main.

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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

Due to the limitation of the 2D models, showing a different angle of a character requires new art assets instead of a simple angle change in a 3D game. The animation and art assets in Cookie Run: Kingdom not only win in quantity but also in quality. bartenders, priests, knights, etc.).

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

Cocos

The essence of offline culling is: pre-baking scene visibility and quickly culling unseen models during rendering. Baking)Divide the area into a certain number of culling blocks, and use the ray searching algorithm to pre-record the visible models of different blocks in the editor. Bake : Click to bake.

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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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Little Racer – 3D Art

The Knights of Unity

Graphic simplicity was dictated by the general idea of the game’s casualty. Almost every 3D asset is painted using only one atlas texture. Majority of props work on the same principles as the rest of assets. Our main goal was to create an easy to pick, approachable couch multiplayer game for up to four players.

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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. Such assets are usually compressed when they are packaged for distribution and decompressed on demand when the game is played.

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