Remove Culling Remove Scripting Remove Shaders Remove Writing
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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. including animations,effects,models,shaders,ui,sounds and so on. 7、scripts Store all of the gameplay scripts. You can check the node named “static-occlusion-culling” in the scene for more detail.

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New improvements for GPUParticles in Godot 4.0

Mircosoft Game Dev

GPUParticles : Processes particles on GPU, allows very large amount of particles at little cost, and with ability to write custom particle shaders. x and the shader used is almost identical (should be easy to port). Emitting particles manually is not only possible from script. Since Godot 3.0, Less flexible.

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Godot 3.5: Can't stop won't stop

Mircosoft Game Dev

adds the concept of "scene unique names" for nodes to help with the common task of accessing specific nodes from scripts. Asynchronous shader compilation + caching (ubershader). A long awaited improvement to reduce shader compilation stuttering on OpenGL is coming to Godot 3.5, and backported to 3.5.

Shaders 53
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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

Exporting C# projects to iOS should be done from macOS using the classical workflow , and the scripts will be automatically compiled Ahead-of-Time (AOT) for iOS. The Android plugin documentation has been updated with instructions on how to write plugins for this new system. 2D: Add MODULATE builtin to canvas item shaders ( GH-38432 ).

Debug 52
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

New vertex formats allow many more custom shaders and cases to take advantage of batching than before, and optional 2D software skinning has been added which should allow using 2D skeletal animation on a far wider range of hardware than was previously available. Various light culling fixes. Back in summer 2019 we already knew Godot 4.0

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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.

AAA 145
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

C#: Fix reloading tool scripts in the editor ( GH-52883 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Shaders: Add support for structs and fragment-to-light varyings ( GH-48075 ). C#: Fix reloading tool scripts in the editor ( GH-52883 ). Audio: Add Listener2D node ( GH-53429 ).

Beta 52