article thumbnail

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. 7、scripts Store all of the gameplay scripts. Static Occlusion Culling In Cocos Cyberpunk, a simple and useful PVS system has been implemented to improve culling performance. Hey everyone, Kylin here!

Code 52
article thumbnail

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
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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. To solve this, it is now possible to emit particles manually by calling a function from the script API: Sub-Emitters. Emitting particles manually is not only possible from script.

article thumbnail

Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. by calling queue_free() ) but is still accessed somewhere else in a script. release, adding an AESContext to provide a scripting interface to AES-ECB and AES-CBC encryption/decryption methods. Portal occlusion culling. Core: Promote object validity checks to release builds.

UX 52
article thumbnail

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 ). C#: Fix reloading tool scripts in the editor ( GH-52883 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Auto-reload scripts with external editor ( GH-51828 ).

Beta 52
article thumbnail

Release candidate: Godot 3.4 RC 1

Mircosoft Game Dev

C#: Fix reloading tool scripts in the editor ( GH-52883 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). C#: Fix reloading tool scripts in the editor ( GH-52883 ). Core: Fix read/write issues with NaN and INF in VariantParser ( GH-47500 ). Editor: Auto-reload scripts with external editor ( GH-51828 ).

Mesh 52
article thumbnail

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. 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.

Shaders 53