article thumbnail

Changing vertexData of a sprite in 2D in cocos creator 3.6.2

Cocos

Hello @zhangxm , I was able to modify the vertex data in CC3.6 but facing one issue depending on the sprite type mesh which is in CC2.4 where there is a function to create render data renderData.createFlexData but I could not find any way to do it in CC3.6. by converting code from graphics-assembler from CC2.4

Sprite 40
article thumbnail

Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

Analysis The whole effect can be split into two parts, one for the simulation of the mesh and one for the rendering of the mesh. Rendering is even more straightforward, just use the Graphic component and draw lines directly. If I can pass this texture in between the direct rendering, then I get a 2D real fabric.

Build 98
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

Accelerating Ultra-Realistic Game Development with NVIDIA DLSS 3 and NVIDIA RTX Path Tracing

Nvidia

Since the introduction of the GeForce RTX 20 Series, NVIDIA has paved the way for groundbreaking graphics with novel research on how AI can enhance rendering and improve computer games. It delivers up to 4x improvements in frame rate and up to 2x improvements in latency compared to native resolution rendering.

article thumbnail

Cocos Shader Tutorial 1.0 - about UV

Cocos

This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL). Use the water wave effect on the 3D meshes This is only for 3D planes with tiled UV Mapping. meshes) { let dis = geometry.intersect.rayModel(this. x,waveFactor.y-uv0.y);

Shaders 98
article thumbnail

How thatgamecompany Fosters Human Connections Through Innovative Technology & Developer Mindset

AWS Games

This technology included Amazon Elastic Cloud Compute (Amazon EC2) to power compute for game servers and account servers, Amazon ElastiCache which supported a reservation service to hold participants’ seats in the stadium, Amazon Aurora PostgreSQL as a backend for player account data, and more.

article thumbnail

Dev snapshot: Godot 4.0 beta 8

Mircosoft Game Dev

Import: Fix swapped color channels in ETC1/ETC2 textures, etcpak expects BGRA data ( GH-69448 ). Rendering: Use circular fade instead of linear fade for distance fade ( GH-50294 ). Rendering: Tweak shadow bias defaults for DirectionalLight3D and OmniLight3D ( GH-55757 ). GUI: Use system fonts as fallback ( GH-68995 ).

Beta 95
article thumbnail

Ask a Game Dev - Untitled Article

Ask a Game Dev

There are two main issues with visualization when it comes to adjustible meshes (the “body sliders”). The way that all of the customizable character data is stored isn’t actually a body at all, but a common default mesh with offsets for each adjustible value. It gets worse with animations, too.

Mesh 40