Remove Debug Remove Games Remove Mesh Remove Render
article thumbnail

Developer Shares Building Fabrics, Ropes, And Soft Bodies

Cocos

A dev, Night by Night 00, shared his work on building warpable and wearable materials for games. 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.

Build 98
article thumbnail

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

Nvidia

Featuring third-generation Ray Tracing Cores and fourth-generation Tensor Cores, they accelerate games that take advantage of the latest neural graphics and ray tracing technology. The latest suite of technologies multiply performance in games while accelerating how quickly developers can create content.

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

Ultra-Realism Made Accessible with NVIDIA AI and Path Tracing Technologies

Nvidia

At GDC 2023, NVIDIA released new tools that make real-time path tracing more accessible to developers while accelerating the creation of ultra-realistic game. At GDC 2023 , NVIDIA released new tools that make real-time path tracing more accessible to developers while accelerating the creation of ultra-realistic game worlds.

article thumbnail

Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

OBJ mesh import now supports vertex colors as exported by Blender ( GH-71033 ). As always, a bunch of nice rendering fixes! The game is currently being ported to Godot 4.0 Follow Kenny Park on Twitter or Mastodon for development updates, and check his website to discover other games and applications. See the list below.

Beta 110
article thumbnail

[Tutorial]Make the game run smoothly on high-end, mid-range, and low-end devices - Guide to Cocos Cyberpunk Source Code

Cocos

When you’ve made an excellent 3D game, you definitely want it to run on more devices, not just high-end ones, as this would mean losing many users. In this article, I will share the methods I’ve learned from over a decade of 3D game development to make a game run smoothly on high-end, mid-range, and low-end devices.

Code 52
article thumbnail

Godot 4.0 optimization progress report

Mircosoft Game Dev

As most of the rendering features for the upcoming Godot 4.0 are done, I have spent the past two months optimizing the rendering engine, both on the CPU and GPU side. All this work has resulted in significantly faster rendering times. A lot of the render state is now better cached, so less is done at render time.

Culling 52
article thumbnail

Dev snapshot: Godot 3.4 beta 2

Mircosoft Game Dev

Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Rooms and portals-based occlusion culling ( GH-46130 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Rendering: Add soft shadows to the CPU lightmapper ( GH-50184 ).

Beta 52