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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. Cocos Cyberpunk is a complete open-source TPS 3D game developed by the Cocos Engine official team to showcase the engine’s capabilities in creating heavy 3D games and to boost the community’s learning motivation.

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Cocos Cyberpunk Source Code - A Valuable Learning Resource for 3D Game Development

Cocos

The purpose of developing Cocos Cyberpunk is to showcase the Cocos Engine’s ability to create complex 3D games on multiple platforms and to motivate the developers in Cocos community to learn game development. How time flies, the Cocos Engine team has released the latest version, Cocos Creator v3.7.

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NVIDIA DLSS Plugin and Reflex Now Available for Unreal Engine

Nvidia

As of today, Unreal Engine 4 (UE4). As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. Additionally, NVIDIA Reflex is now available as a feature in Unreal Engine. Learn more about other NVIDIA developer tools and SDKs available for game developers here.

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Joan Fons is hired to work on Godot's rendering

Mircosoft Game Dev

I'm happy to announce that, starting today, I will be working as a full-time Godot developer! My latest big contribution to the engine is the new CPU lightmapper, which will be landing with the 3.2.4 Moving forward, and with my full focus on Godot development, my goal is to work on Godot's 3D rendering and help bring Godot 4.0

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

For someone who didn’t know Cocos Cyberpunk, it is an open source 3D TPS (Third-person Shooter) game, developed by the Cocos Engine team, which can be published to iOS, Android and Web. 6、scene-development This folder is used to store scenes for testing purpose, such as character controller, bullet, IK, raycast and so on.

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Anylysis • The games industry is thriving, so why lay off 8,000 people?

PreMortem.Games

Developer Epic Games fires 830 people this year. The Swedish games conglomerate is in the midst of a bloody restructuring and has been culling its personnel expenses. ’ source: videogamelayoffs.com Overhead is generally the largest expense on the books of any development outfit or publisher. Top image: Fortnite.

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Over the course of the last four months the engine has seen many changes, making it more stable and feature complete, and it's getting very close to the state that we would be happy with. More engine enums are now bound with BitField, making their usage more type-safe, especially in C# ( GH-71037 , GH-71045 , GH-71116 ). beta releases.

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