Remove Code Remove Culling Remove Shaders Remove Writing
article thumbnail

Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. including animations,effects,models,shaders,ui,sounds and so on. Static Occlusion Culling In Cocos Cyberpunk, a simple and useful PVS system has been implemented to improve culling performance. The relevant code is shown below.

Code 52
article thumbnail

Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

We recommend using the Time singleton as much as possible so that your code will be forward compatible with 4.0. Asynchronous shader compilation + caching (ubershader). A long awaited improvement to reduce shader compilation stuttering on OpenGL is coming to Godot 3.5, Anything behind the polygon will be culled from view.

Shaders 53
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

Maintenance release: Godot 3.2.2

Mircosoft Game Dev

The Android plugin documentation has been updated with instructions on how to write plugins for this new system. when running in the editor, or exporting a debug build) will properly handle such situations and, when using the debugger, provide a clear error message so that the user code can be adapted to prevent the issue.

Debug 52
article thumbnail

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

Mircosoft Game Dev

macOS: ARM64 build, code signing. Fabio Alessandrelli ( Faless ) has done a lot of work to enable running the Godot editor on the Web, using the same export code as for Godot-made games (since the Godot editor is developed 100% with the Godot API). macOS: ARM64 build, code signing. Platforms: Godot editor on the Web!

article thumbnail

Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

Nvidia

It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. For example, consider culling based on an expanded camera frustum. Moving the CPU work to one or more worker threads is potentially beneficial.

article thumbnail

Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. release (there is just too much new code that needs to be tested throughly). in large amounts of those objects and the user only has to fill in the code logic.

AAA 145
article thumbnail

Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Shader language features. To simplify some of the most common constructs in input handling code for character movement, Aaron Franke ( aaronfranke ) added two new helper methods : Input.get_axis() and Input.get_vector(). Portal occlusion culling. Shader language features.

UX 52