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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. 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).

Shaders 98
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Godot Tactics RPG – 01. Intro & Setup

The Liquid Fire

We’re also not bound to using the Resources folder like we are in Unity, so I’m going to use the folder “Data” instead since that makes more sense to me. Resources just feels like it should be things like 3d Models and Textures, but if you want to stick with the original, that’s fine. A couple quick notes.

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Popul8 uses AI to assist developers with the creation of digital game characters

PreMortem.Games

Based on her research into avatars she created a tool to turn 2D photographic data into 3D fully rigged and animatable digital characters. The underlying mesh and overlaying texture are both adjusted instantly. It also works with industry-standard tools like Mixamo, ARKit, and Amazon Polly. It happens instantly.

AI 197
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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. Combined with the knowledge of the rendering, the texture is actually very close to the rendering vertex data. Everything depends only on custom vertex data.

Build 98
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What is Level of Detail (LOD) in 3D Modeling? | Techniques & software

CG Spectrum

It helps reduce the amount of detail by simplifying polygons and textures as they get further away from the camera. Generally, the closer to camera, the more level of detail (surface details, textures, shadows, etc. For example, when viewing an object from far away, only basic features such as color and geometry may need to be visible.

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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.

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Introducing the new "last minute" lightmapper

Mircosoft Game Dev

The solution to these problems is to add support for a more traditional lightmapper (pre-baked light texture). Light is precomputed offline and rendered to a texture, which is then used by the geometry. First of all, you need to make sure your meshes have an UV2 layer. Just don't reuse a mesh and instance it in different scales.