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Accelerate your Game Design, Development and Build with Unity Asset Store

Jaunty Bear Games

There are many aspects to consider when building a game. This requires a lot of knowledge, skills and time to build and integrate all the components. Fortunately the Unity 3D platform has a great selection of packages and assets to accelerate the build of tools, models, shaders, sound effects, animations etc. Terrain Tools.

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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where the setter for the Mesh:: _ hash attribute was not bound. build templates. Android Studio will run in the Release configuration if the build panel is insufficient to select the Debug option.

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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. First off: I learned a lot about Unity’s build in batching system. Draw call batching.

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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET NET 6 build (C#, GDScript, GDExtension). Known issues.

Beta 52
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Dev snapshot: Godot 4.0 beta 4

Mircosoft Game Dev

2D: Make TileMap terrain painting not change neighbors centers bits ( GH-67390 ). Physics: Optimized support function for large meshes ( GH-64382 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET NET 6 build (C#, GDScript, GDExtension). Known issues.

Beta 40
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Physics progress report #1

Mircosoft Game Dev

First I've been working on building a test suite for physics. Technical details: Heightmaps are very similar to triangle meshes in term of collision detection. You might know some things already if you're following news I post on Twitter from time to time, but you can read further for more details. Test framework. Soft body physics.

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Still, this workflow is easy and efficient as 3D objects get a second set of UVs generated on import, and baking works with instantiated meshes, scenes and even GridMaps. It is possible to either import a scene as a single file, or to split it into multiple instantiated subscenes, keep materials, meshes and animations external, etc.

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