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Use Custom Render Pipeline to Enhance your Game Graphics - Guide to Cocos Cyberpunk Source Code

Cocos

This article will discuss the new feature of Cocos Creator, Custom Render Pipeline(CRP), and demonstrate how to apply the custom render pipeline already written in Cocos Cyberpunk to your own project. Full source code can be got for free: [link] The amazing graphics in Cocos Cyberpunk attracts many friends.

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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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Dev snapshot: Godot 4.0 beta 15

Mircosoft Game Dev

Rework EditorPlugin editing logic, allowing multiple plugins to be active at the same time ( GH-71770 ). Add AudioStreamPolyphonic to simplify sound playback from code ( GH-71855 , GH-71906 ). Audio: Add AudioStreamPolyphonic to simplify sound playback from code ( GH-71855 , GH-71906 ). renderer support ( GH-71848 ).

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Write a Post-Processing Shader using CRP Step-by-Step - Guide to Cocos Cyberpunk Source Code

Cocos

This series of articles will analyze the source code from various perspectives to improve your learning efficiency. Download the project source code for free at: [link] Today’s content is relatively simple, suitable for both juniors to explore and seniors for entertainment. I hope to help you advance further in 3D game development.

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[Tutorial] Write a Post-Processing Shader using CRP Step-by-Step - Guide to Cocos Cyberpunk Source Code

Cocos

This series of articles will analyze the source code from various perspectives to improve your learning efficiency. Download the project source code for free at: [link] Today’s content is relatively simple, suitable for both juniors to explore and seniors for entertainment. I hope to help you advance further in 3D game development.

Shaders 52
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Ask Me Anything Series: NVIDIA Experts Answer Your Questions Live

Nvidia

Attendees can get tips on incorporating real-time rendering across their projects from the editors of Ray Tracing Gems II : Adam Marrs is a principal engineer in the Game Engines and Core Technology group at NVIDIA. in computer science and has shipped graphics code in various AAA games and commercial game engines. He holds a Ph.D.

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Dev snapshot: Godot 4.0 beta 10

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. We previously removed *_degrees properties from 2D and 3D objects in favor of making editing degrees easier in the Inspector.

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