Remove Baking Remove Culling Remove Lightmap Remove Shaders
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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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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

New vertex formats allow many more custom shaders and cases to take advantage of batching than before, and optional 2D software skinning has been added which should allow using 2D skeletal animation on a far wider range of hardware than was previously available. Various light culling fixes. New CPU lightmapper.

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).

Mesh 52
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Release candidate: Godot 3.4 RC 2

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).

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Godot's new renderer, progress report #3

Mircosoft Game Dev

Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles. Improve Culling: Portals (rewrite as polygon-based) and Rooms. It must be pre-baked for dynamic scenario geometry, but it offers support for full dynamic lights and dynamic objects. Implement the new version of the Godot SVO-based Light Baker.

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