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

Cocos

This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. Cocos Cyberpunk is a complete open-source TPS 3D game developed by the Cocos Engine official team to showcase the engine’s capabilities in creating heavy 3D games and to boost the community’s learning motivation.

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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

My latest big contribution to the engine is the new CPU lightmapper, which will be landing with the 3.2.4 Here you can see some screenshots: Comparison between no indirect lighting (top), and baked indirect lighting (bottom) in the TPS demo. Cornell box test using baked indirect lighting. Scene by NHodgesVFX. finish line.

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

Cocos

Cocos Cyberpunk is an open source 3D TPS (Third-person Shooter) game, developed by the Cocos Engine team, which can be published to iOS, Android and Web. How time flies, the Cocos Engine team has released the latest version, Cocos Creator v3.7. Kylin: Have you made any modifications to the engine?

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

For someone who didn’t know Cocos Cyberpunk, it is an open source 3D TPS (Third-person Shooter) game, developed by the Cocos Engine team, which can be published to iOS, Android and Web. 5、scene The cube textures produced by the Reflection Probe baking system will be automatically saved in a folder specific to each scene.

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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

They are dynamic and can be moved around in real-time, colliding with any particle system which matches the cull mask. Baked SDF Collision. It bakes an area of a custom resolution as a signed distance field. Help us make the best engine ever and make it free and open source for everyone by becoming our patron.

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Lesson 6: Game Mode, Play Mode, and Scenes

Game Designing

And we’ll do lots of baking: Lightmaps with multiple Scenes Navmesh data with multiple Scenes Occlusion Culling data with multiple Scenes Lesson 6 Video Transcript Hey there everyone. So we can do using Unity engine scene management. Welcome back to another Unity tutorial.

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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. back in 2020!

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