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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. Then, click on Edit checkbox, you can see the pipeline window shown as follows. Static Occlusion Culling In Cocos Cyberpunk, a simple and useful PVS system has been implemented to improve culling performance. as its component.

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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. As always, many improvements and fixes to shader editing have been backported from 4.0

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Delores Source Code Released!

Grumpy Gamer

I also uploaded the dev build of the Delores engine (including the complete debugger) so you can run all your edits and changes. Also included is Wimpy, the executable that allows you to add and edit objects in Rooms. Holy crap-a-reno! What's the catch Ron?". Releasing the engine source (c++) is problematic for a few reasons.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Improved Inspector sub-resource editing. was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. Various light culling fixes. Improved Inspector sub-resource editing. Physics: Many fixes to one-way collisions. Fixes to KinematicBody collisions.

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). Core: Promote object validity checks to release builds.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. They only write what is needed (no redundant information), keep the ordering of sections and are simple enough to understand changes by just looking at the diff.

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Release candidate: Godot 3.4 RC 3

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Fix MeshInstance2D edit rect ( GH-54070 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). In-depth documentation is available.

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