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[Tutorial]Static-Occlusion-Culling, A great solution for improving culling performance during rendering - Guide to Cocos Cyberpunk Source Code

Cocos

The fastest way to render a model is not to render it at all. This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. This series of articles will analyze the source code from various perspectives to improve your learning efficiency.

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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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Cocos Cyberpunk Source Code - A Valuable Learning Resource for 3D Game Development

Cocos

The latest release includes some of the most highly anticipated features, such as Custom Render Pipeline , Light Probe , Reflection Probe and LOD. The source code of the project has also been made 100% open source. Kylin: Do you use the Custom Render Pipeline that is available with Cocos Creator v3.7?

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Editor: Remove compatibility code for MeshInstance3D surface override material ( GH-70466 ). Rendering: Add options for sorting transparent objects ( GH-69998 ). Rendering: Cleanup and improve sky render ( GH-70253 ).

Beta 105
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Editor: Bring back the renderer options button on the main editor ( GH-70500 ). Editor: Remove compatibility code for MeshInstance3D surface override material ( GH-70466 ). Rendering: Add options for sorting transparent objects ( GH-69998 ). Rendering: Cleanup and improve sky render ( GH-70253 ).

Beta 80
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Dev snapshot: Godot 3.5 beta 2

Mircosoft Game Dev

This can lead to a problem, when the movement of objects (which tends to occur on physics ticks) does not line up with the rendered frames, giving unsightly jitter. Switch on physics/common/physics_interpolation , and Godot will now automatically interpolate objects on rendered frames so they look super smooth. What is it?

Beta 52
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The 7 deadliest game dev sins. Are you guilty of any of them?

Awesome Tuts

Why should you build your game, spend 1 year on it, and then go back through everything you did to tweak the code and the settings to optimize it? 4 Do not, and I repeat, DO NOT use hard-coded strings. Cameras render things on screen, and that’s a heavy process that is updated every second. Why not do it from the very start?

Dev 52