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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

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

Cocos

Additionally, it has a highly compatibility with low-end devices, with the lowest-end device being XiaoMI 8 running at 30 FPS. Static Occlusion Culling The fastest way to render an object is to simply not render it. Answer: The performance is excellent and it is compatible with both web and native platforms.

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Optimize Vegetation Generation

Mnenad

Step by step to dense vegetation and acceptable FPS. The big problem was (and still is in some cases): HOW CAN WE GENERATE DENSE VEGETATION AND PLACE IT FAST AND WITHOUT TO MUCH FPS DROP AFTER THE GENERATION PROCESS ? In my case I had terrible FPS with just some thousand mesh instances. FPS on my machine.

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Realistic Lighting in Justice with Mesh Shading

Nvidia

billion triangles running over 60 FPS in 4K on an NVIDIA 3060Ti. It lacks the ability to process mesh in a coarser grain than triangle, like meshlet culling. The underlying idea of the algorithm is, in the first place, to do culling, then draw the effective parts of mesh. However, careful profiling and optimization is required.

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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. Most likely aimed at TPS/FPS games, which is the most popular game type made with the engine. The compatibility backend is based on OpenGL ES 3.0 / OpenGL 3.3 / WebGL 2.0

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