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Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

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. No need to define the vertex format, and even Cocos has support for sprite meshes. Well, it’s very comfortable, much more comfortable than just a mesh, and it has some practicality too.

Build 98
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Accelerating Ultra-Realistic Game Development with NVIDIA DLSS 3 and NVIDIA RTX Path Tracing

Nvidia

The latest suite of technologies multiply performance in games while accelerating how quickly developers can create content. This reduction in iteration can save developers time and publishers money, allowing them to focus on creating more photorealistic content.

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Optimize Vegetation Generation

Mnenad

Mainly I focused on generating grass that bends in the wind and some fern like plants, but what comes next is usable for all kind of meshes. Batching means to combine mesh objects that share the same material or that are marked as static in the Unity inspector. In my case I had terrible FPS with just some thousand mesh instances.

Mesh 52
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3D Content Interoperability with Topology-Free Modeling

Nvidia

In addition, due to the topology creation process, 3D modeling is time consuming and has a high entry barrier for content creation. Digital sculpting software, however, uses an extremely high-resolution polygon mesh (or a voxel grid). This makes them inoperable with multiple platforms in the metaverse.

Content 101
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Dev snapshot: Godot 4.0 beta 16

Mircosoft Game Dev

Match RichTextLabel minimum size calculation with Label (proper content fitting) ( GH-71330 ). GUI: Match RichTextLabel minimum size calculation with Label (proper content fitting) ( GH-71330 ). Now content margin properties are respected, just like in any other control, and you need to use those to give your stylebox a min size.

Beta 107
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Dev snapshot: Godot 3.4 beta 3

Mircosoft Game Dev

Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ).

Beta 52
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Mordhau on consoles: “A lot of smoke and mirrors go into making things hit”

PreMortem.Games

However, you always need people who act as filters in the end, because random ideas do not mesh well together. This inclusive approach allows us to harness the collective creativity and expertise of our team members, resulting in a more well-rounded and engaging development cycle.

Console 104