Remove Baking Remove FPS Remove Texture
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How to Create a Game-Ready AAA asset

Logic Simplified

At Logic Simplified , a leading game development company , we created an FPS game Mr. 45. With that I have to create a low poly model of the gun on which we will bake the high poly details. Then I unwrapped the low poly mesh model into three UV sets in order to get a good resolution of the textures.

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Dev snapshot: Godot 4.4 beta 1

Mircosoft Game Dev

Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.

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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. and gpu-mobiles.ts.

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Godot 4.0 gets SDF based real-time global illumination

Mircosoft Game Dev

SDFGI is something akin to a dynamic real-time lightmap (but it does not requiere unwrapping, nor does it use textures). Ensure your meshes are marked as "Static Bake", then enable SDFGI in the Environment settings. It's enabled and it automatically works by generating global illumination for static objects.

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Cocos Creator 3.7.3 comes with an update to Cocos Effect

Cocos

. ● Game supports fixed step updates ● Support for Taobao Mini Games ● [XR] Added HEADTRACKING & PASSTHROUGH to XR build template ● [XR] Support for EYE RENDER END callback Fixes ● Fixed frame rate settings issue for high-refresh devices on the Web and optimized the stability of FPS using RAF. Fixed memory leak of built-in physics module.

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Optimize Vegetation Generation

Mnenad

Step by step to dense vegetation and acceptable FPS. The big problem was (and still is in some cases): HOW CAN WE GENERATE DENSE VEGETATION AND PLACE IT FAST AND WITHOUT TO MUCH FPS DROP AFTER THE GENERATION PROCESS ? In my case I had terrible FPS with just some thousand mesh instances. Batching on runtime. That’s it. When

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