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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data. If I can pass this texture in between the direct rendering, then I get a 2D real fabric. No need to define the vertex format, and even Cocos has support for sprite meshes. can all be achieved this way!

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How to get started with Unity Game Development – Tips & Tricks from iXie Experts

iXie gaming

Use asset stores wisely Unity Asset Store offers a wide range of free and paid assets, such as 3D models, textures, sound effects, and plugins. Shader programming allows you to manipulate lighting, textures, and visual effects, resulting in unique and optimized visuals. Be mindful of memory usage, especially on mobile platforms.

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Release candidate: Godot 3.4.1 RC 1

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Import: Fix incorrect glTF cubic spline interpolation times/values size error ( GH-54805 ).

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Release candidate: Godot 3.4.1 RC 2

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Import: Fix incorrect glTF cubic spline interpolation times/values size error ( GH-54805 ).

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Maintenance release: Godot 3.4.1

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Import: Fix incorrect glTF cubic spline interpolation times/values size error ( GH-54805 ).

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Release candidate: Godot 3.4.1 RC 3

Mircosoft Game Dev

Import: Fix texture atlas generation when source sprite is larger than generated atlas ( GH-55094 ). Physics: Fix test_move reporting collision when touching another body ( GH-54845 ). Import: Fix incorrect glTF cubic spline interpolation times/values size error ( GH-54805 ).

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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position. Bottom: 8 layers of a screen full of "A"s with two Sprites intermixed. Can you spot the difference?

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