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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader. To create, we create a Cocos Shader file named “gaussian-blur.effect” and write the following. Note: In Cocos Creator 3.8.0,

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GSoC 2022 - Progress report #1

Mircosoft Game Dev

We asked them to write a progress report to present what they're working on and the current status. Project: Allow undocking the Script editor and the Shader editor. In this project, I'll focus to make the Script editor and the Shader editor undockable, and keep the undocked windows after editor restarts. Student: trollodel.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

supports advanced global illumination techniques such as lightmapping (including SH lightmapping), Voxel GI (which is fully real-time) and SDFGI (which is a single click, open world GI solution). Visual scripting. I hope that this write up made more evident why Godot is such a key technology for the future of the game industry.

AAA 145
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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

In my previous post, I mentioned that I would be write a series of articles on Cocos Cyberpunk. 2、LightFX The lightmaps generated by the Lightmap Baking System will be automatically stored in this folder, and there is no need to manually modify the contents inside it. 7、scripts Store all of the gameplay scripts.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

was still far away, so we tasked Joan Fons ( jfons ), as part of the GSoC program, to write a new CPU lightmapper for Godot 3.x. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps. Back in summer 2019 we already knew Godot 4.0

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

which would have included new multiplayer networking, visual scripting and many other improvements) because we realized that projects using the new features would no longer work in 3.0, Visual Scripting. No lightmaps or anything of the sort are required, providing a very quick and efficient workflow. Mid- and post-processing.

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How to Use Unity Cinemachine Virtual Cameras

Game Designing

Before Unity Cinemachine, camera movement needed to be directly keyframed or, using code, had to be carefully scripted. When using Cinemachine, you don’t need to know how to write code, though coding is still essential for some components, such as scripting how a user zooms using a mouse wheel, for example.