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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 fastest way to render a model is not to render it at all. This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. This series of articles will analyze the source code from various perspectives to improve your learning efficiency.

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

Cocos

This article will discuss the new feature of Cocos Creator, Custom Render Pipeline(CRP), and demonstrate how to apply the custom render pipeline already written in Cocos Cyberpunk to your own project. Full source code can be got for free: [link] The amazing graphics in Cocos Cyberpunk attracts many friends.

Render 52
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

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Cocos Cyberpunk Source Code - A Valuable Learning Resource for 3D Game Development

Cocos

The latest release includes some of the most highly anticipated features, such as Custom Render Pipeline , Light Probe , Reflection Probe and LOD. The source code of the project has also been made 100% open source. Kylin: Do you use the Custom Render Pipeline that is available with Cocos Creator v3.7?

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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

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.

Beta 99
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Godot 4.0 will get a new, modernized lightmapper

Mircosoft Game Dev

was a very simple voxel-based lightmapper that used the same code as GIProbe. While there are some simple libraries around, there is nothing close to a complete implementation of a lightmapper published with source code and a friendly license. Most scenes bake in seconds instead of minutes or hours. The lightmapper in Godot 3.2

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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

As always, a bunch of nice rendering fixes! iOS: Check Xcode output and display errors if code signing, project build or.ipa export failed ( GH-71212 ). Navigation: Fix for navmesh baking when parsing StaticBody colliders ( GH-70904 ). Rendering: Only disable depth writing in opaque pipelines ( GH-71124 ).

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