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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. 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. 7、scripts Store all of the gameplay scripts.

Code 52
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Navigation Server for Godot 4.0

Mircosoft Game Dev

Runtime navigation mesh baking. Now the NavigationRegion can be added during gameplay, and it's possible to change its transform or even bake the navigation mesh data at runtime. The NavigationAgent is a new node that allows to navigate the Map easily; indeed you don't need anymore to deal with path resolution and path navigation code.

Agent 52
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). 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 ).

Beta 110
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

A couple fixes to the text resource loader which could impact notably reloading scripts ( GH-71170 ). 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 ).

Beta 84
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

macOS: ARM64 build, code signing. Fabio Alessandrelli ( Faless ) has done a lot of work to enable running the Godot editor on the Web, using the same export code as for Godot-made games (since the Godot editor is developed 100% with the Godot API). macOS: ARM64 build, code signing. Platforms: Godot editor on the Web!

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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. If we want to support more complex Shaders, such as Blur, Depth of Field, and other effects, we need to work with the code to build it. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader.

Shaders 98
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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. We recommend using the Time singleton as much as possible so that your code will be forward compatible with 4.0. The whole API is now a lot more flexible than it used to be. Label3D and TextMesh.

Shaders 53