Remove Culling Remove Engine Remove Lightmap Remove Shaders
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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. including animations,effects,models,shaders,ui,sounds and so on. You can check the node named “static-occlusion-culling” in the scene for more detail.

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

Mircosoft Game Dev

in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. Additional funding will enable us to hire more core developers to work full-time on the engine, and thus further improve its development pace and stability.

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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. returns to its own physics engine which, despite not being a high end physics engine like PhysX, aims to offer a lot more flexibility and “just works” capabilities to users.

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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Enable mipmaps in cubemap roughness shader ( GH-68511 ). Rendering: Properly set TIME shader uniform when rendering shadows ( GH-68574 ).

Beta 91
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

After more than 18 months of development, all Godot Engine contributors are proud to present our biggest release so far, Godot 3.0! It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 Materials and shaders. GPU particles.

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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).

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Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Particles: Fixed rotate_y property of particle shaders ( GH-46687 ).

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