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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

. ● Fixed the issue of failed compression after configuring Custom Compress Format for texture in the project protocol program ● Fixed the Add Component button not showing in the Inspector panel after exiting animation editing mode. Fixed some npm libraries not working due to the use of ‘use strict’ when building scripts.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

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. 5、scene The cube textures produced by the Reflection Probe baking system will be automatically saved in a folder specific to each scene. as its component.

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Lesson 6: Game Mode, Play Mode, and Scenes

Game Designing

You’ll learn how to manage Scene Visibility and multi-scene editing. 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. Now I’ll also drag level one in. Here we go.

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

Cocos

Check the Edit checkbox, and the Render Pipeline Graph window will pop up. In Cocos Cyberpunk, to facilitate viewing the render pipeline process and status, the rendering expert implemented a visual Render Pipeline Graph, as shown above. You can open this graph with the following three steps: Create an empty node in the Hierarchy.

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

Mircosoft Game Dev

Improved Inspector sub-resource editing. It was reusing parts of the code for baking GIProbes, and that made it quick but not great in terms of quality. Also, the new lightmapper brings support for denoising using Open Image Denoise , which results in better-looking lightmaps in the same bake time range. 3D editor improvements.

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A day in the life of a narrative designer

Game Global

They’re related, but the difference is this: A game writer’s primary responsibility is to promote the story that the game tells through the scripts they write. Brainstorming, writing, editing, and workshopping text! Who are the stakeholders here, and how will their feedback be integrated into this script?

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Fill in the blank in the class reference

Mircosoft Game Dev

(You can get a nice overview for yourself using bojidar_bg's awesome script in doc/tools/doc_status.py ). Basically the workflow is to fork and clone Godot's source repository, edit the doc/base/classes.xml file and make a pull request for your changes. light baking, networking, plugins, pathfinding, etc.). How to help?

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