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Bug: Simulator not rendering ttf font

Cocos

The font is appearing correctly on web builds and Android build, but when using the simulator the font is rendered as a system font. gilizeevi: CHAR caching and a ttf font. The issue is fixed by recompiling the engine on Windows. The same didn’t work on Mac. Issues happen with CC 3.7.2

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Bug: Simulator not rendering ttf font

Cocos

The font is appearing correctly on web builds and Android build, but when using the simulator the font is rendered as a system font. Using labels with CHAR caching and a ttf font. The issue is fixed by recompiling the engine on Windows. The same didn’t work on Mac. Issues happen with CC 3.7.2

Render 40
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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Rendering is even more straightforward, just use the Graphic component and draw lines directly.

Build 98
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On the topic of cutscenes, do you think we will get to the point where fully pre-rendered cutscenes will be phased out entirely? Are there any other advantages to having a cutscene be pre-rendered rather than in engine besides the cutscene being “prettier” than the base graphics?

Ask a Game Dev

I don't think that we'll ever see pre-rendered cutscenes go away permanently. As in-engine rendering improves, AAA games will likely move away from pre-rendered cutscenes but AAA games are far from the only games that use cutscenes and have engines that can render high quality cinematic visuals (e.g.

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Five Unique Real-Time Rendering Tips from NVIDIA Experts

Nvidia

During the AMA, the editors offered some valuable guidance and tips on how to successfully integrate real-time rendering. Adam : There are many things to take into consideration when adding ray-traced effects to a game’s renderer. Neural rendering and neural graphics primitives are hot areas of research currently.

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Enhance Immersive Experiences with the New Varjo XR-4 Series Headsets, Powered by NVIDIA

Nvidia

Building high-fidelity XR experiences The Varjo XR-4 series, with the advanced capabilities of Omniverse, delivers more realistic, immersive capabilities to key Universal Scene Description (OpenUSD) pipelines and applications in fields such as training, simulation, design, engineering, and healthcare.

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Open Source Simulation Expands with NVIDIA PhysX 5 Release

Nvidia

The latest version of the NVIDIA PhysX 5 SDK is now available under the same open source license terms as NVIDIA PhysX 4 to help expand simulation workflows and. It is a powerful simulation engine currently used by industry leaders for robotics, deep reinforcement learning, autonomous driving, factory automation, and visual effects.