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Cocos Creator 3.8.2 LTS has been released!

Cocos

Refactored OpenHarmoney platform layer NAPI adaptation code. Added a “Target Environment” configuration option in the build panel on the Web platform. Added ASTC compressed texture support for Alipay platform. Fixed an issue where the native platform bundled the code of the gfx webgl/webgl2 backend.

Baking 40
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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

It can be released to multi-platforms, such as Web, iOS, and Android. 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.

Culling 52
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Use Custom Render Pipeline to Enhance your Game Graphics - Guide to Cocos Cyberpunk Source Code

Cocos

It can be published to multi-platforms, such as Web, iOS, and Android This series of articles will provide an in-depth analysis of the source code from various perspectives to enhance the learning efficiency of learners. Moreover, it supports publishing to native and web platforms. It is very simple and has only two passes.

Render 52
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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

Fixed bone animation texture size error on some platforms that don’t support float point texture format. Fixed memory management issue of BakedSkinningModel on native platforms. Fixed error caused by removeSpotLight on native platforms. Fixed darker convolution image issue for the reflection probe on the OPPO Mini Game platform.

Terrain 52
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Q&A: Looking Back to When 1997’s Quake II Got a Path Tracing Update

Nvidia

I’m not ready to say what exactly is left to make all the remastered maps and models work really well with the NVIDIA RTX renderer at this time, but I guess there’s some content work to be done, such as authoring PBR materials. To get started with the ultimate modding platform, see RTX Remix and our array of tools for game developers.

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Game Development – New Resources from GTC 21

Nvidia

You’ll learn how to leverage Nucleus for collaboration, AI for asset tagging, and USD and MDL for ground truth content creation and lighting using ray tracing. Traditionally, game developers have baked most lighting and supported a small number of “hero” lights that are computed at runtime.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. This series of articles could be treated as a project guide to the Cocos Cyberpunk that is intended to help you and save your time.

Code 52