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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. No need to define the vertex format, and even Cocos has support for sprite meshes. Well, it’s very comfortable, much more comfortable than just a mesh, and it has some practicality too.

Build 98
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Cocos Shader Tutorial 1.0 - about UV

Cocos

Here are the implementation of water wave effects on 2D sprites and 3D meshes: Preview Link The math behind it is simple, the water wave is simulated by the Sin function, and then the fluctuation range is increased in the Update function. Use the water wave effect on the 3D meshes This is only for 3D planes with tiled UV Mapping.

Shaders 98
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Does Spine work with USE_INSTANCING?

Cocos

Maybe spine outputs skinned meshes that don’t support instancing? The effect is a duplicate of builtin-spine , with the instancing branches added and the two_color branch removed. Nothing special, but I’ve attached it below. I’m wondering if it’s user error, or working as intended. Either way, thanks for your time! Cocos version: 3.8.1

Texture 40
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Accelerating Ultra-Realistic Game Development with NVIDIA DLSS 3 and NVIDIA RTX Path Tracing

Nvidia

New graphics primitives built for the future of games NVIDIA Micro-Mesh is a graphics primitive built from the ground up for real-time path tracing. Displaced Micro-Mesh and Opacity Micro-Map SDKs give developers the tools and sample code for the creation, compression, manipulation, and rendering of micro-meshes.

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

Nvidia

OMM allows you to efficiently map complex geometries, such as dense vegetation and foliage, onto triangles and micro-meshes, providing high-level performance in detailed scenes. An upcoming Nsight Graphics update will give you the ability to inspect and debug OMM’s performance gain. OMM SDK 1.0 is available to all developers.

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Updates to NVIDIA’s Unreal Engine 4 Branch, DLSS, and RTXGI Available Now

Nvidia

New tools New debugging tools like the BVH viewer and Ray Timing Visualization allows developers to get a handle on ray tracing cost in their scene and get it tuned for speed. Inexact Shadows (beta) Deals with potential mesh mismatches of ray traced and raster geometry. NVIDIA RTX UE4.26 The new NVIDIA UE4.26

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Dev snapshot: Godot 3.4 beta 3

Mircosoft Game Dev

Mesh: Implement octahedral map normal/tangent attribute compression ( GH-46800 ). Mesh: Options to clean/simplify convex hull generated from mesh ( GH-50328 ). Rendering: Fixes depth sorting of meshes with transparent textures ( GH-50721 ). Editor: Fix logic for showing tilemap debug collision shapes ( GH-49075 ).

Beta 52