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[Share] 2D Post-Processing & Lighting Framework

Cocos

The most commonly used method involves rendering the camera to a RenderTexture (RT) and then displaying it on a Sprite. The technology is not complicated, but the number of points is more or less limited, and debugging is also troublesome. I’ve traversed various game engines, and currently, my primary choice is Cocos.

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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

stable branch in January 2020 as a major update to our free and open source game engine. This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position.

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Getting started with HaxeFlixel in 2021

Radiator Blog

The engine should be able to render and simulate 200+ lightweight game objects -- frame-animated sprites with simple collision, no fancy physics or shaders. Which game engine should I use to maximize ease of learning and compatibility, and manage hundreds of simple objects on-screen? and no WASM.)

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