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

Cocos

This article will delve into the principles and code of the static occlusion culling solution in Cocos Cyberpunk. That brings us to a highly cost-effective rendering performance optimization solution called (Static Occlusion Culling, SOC) implemented in Cocos Cyberpunk. Occlusion Culling Let’s start with the following figure.

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The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to t. This allows for easier optimization and maintenance.

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The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to t. This allows for easier optimization and maintenance.

Culling 52
article thumbnail

The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to t. This allows for easier optimization and maintenance.

Culling 52
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Disable tiles map culling? is this a bug?

Cocos

In other threads I read that there was a macro to disable culling, but I don’t know where it is in cocos2dx 4.0. It is basically a tilemap moving in the opposite direction of the player to work as a camera that follows. But as you can see in the image, tiles are dissapearing.

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How to Use Occlusion Culling in Unity — The Sneaky Way

The GameDev Guru

For those who never went through an occlusion culling tutorial in Unity. can you guess what's wrong in this game's indoors scene?

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The rendering tree is independent, supports culling, Z-axis sorting, and rendering the same nodes in a list, implemented in a few lines of code

Cocos

Off-Screen Culling: Implementing culling for objects outside the screen can significantly boost performance by not rendering objects that are not visible to the player. This allows for easier optimization and maintenance. This can be done by checking the position of objects relative to the camera or viewport before rendering them.

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