Models will later be expanded upon (one model can have multiple meshes, support lod levels etc), whereas meshes are just that, a single mesh.
This is what happens in our project when switching screens while any audio such as music is playing when using built in sound components.
Most of those larger gaps are switching screens with “async” loading enabled. Latest engine version.
You can hear / see that even small hitches in the game sim mess up the audio. This highlighted section isn’t even a screen change. You can heart in the audio sample above.
This is with keeping all sound components loaded at the same time too. If I only keep a single sound component loaded (based on collection proxy loading/unloading) it makes the game sim hang while changing songs too (and any other audio which happens to be playing sound glitchy).
Faerie Solitaire Remastered
Yet a small teaser for comp_mesh + res_buffer, showcasing;
- fixes enabling resource properties
- correct batching when rendering in world vertex space (will batch meshes that has same vertex declaration, ie same stream setup in the buffer resource).
- added property for primitive type in the mesh component
Why does the Defold Website not show upcoming features
It was supposed to be Teaser Friday, but I totally forgot about it. A small Teaser Tuesday:
Whowa, multitouch! Also, great fake 3D feel. Is the table top an angled 2D plane?
Had missed it. Bloody gorgeous it is.
It works surprisingly great on my mobile phone! In a browser! Amazing times
Update on our Vulkan support:
- Added MSAA support
- Fixed rendertarget support
- Fixed the font rendering
- Added PVRTC support (not shown here)
- It now works on Windows(!)
- Massive amount of refactoring
Small Vulkan roadmap:
- Fix particle rendering
- Fix async texture loading
- Fix asset reloading
Here’s my simple shadow mapping demo that didn’t work previously, so that’s a little bit of a milestone at least
Vulkan support would be a great christmas present. Great job!
Cocos relesed a 3d game engine based on 2d creator. Will Defold be a 3d engine?
Defold is a 3d engine!
These are Defold projects
Defold is a 3d engine. Our tools and APIs are however more focused towards 2d. We hope to find the time and resources to improve certain 3d features, but our goal is not to compete with Unreal, Lumberyard, Godot and Unity in the area of AAA 3D games.
The sprite trimming feature has been paused several times due to other pressing matters, but it’s been shaping up this last week.
With the help of @mats.gisselson, we now also have a working pipeline inside the editor as well, allowing you to press
Build and Run and see you trimmed polygons in the engine.
There is some cleanup to be done, but I expect we ship this in the 1.2.165 release.
This task has been side tracked a few times, but it’s now ready for the next release (I need to do some more testing to be sure ofc).
Here is yet another small example of the sprite trimming feature.
This first MVP will contain
- sprite trimming in atlas + tilesource
- Gui Box Nodes (9-slice not supported)
This first MVP focused on overdraw, but it was also the first natural step towards texture packing,
which is a highly requested feature to reduce texture sizes in the game.
And, once we have texture packing in place, it should be very easy to add support for external formats like TexturePacker.
There is a small synthetic test.
I run it on y macbook.
One sprite without trimming:
And one more with trimming:
500 rabbits (I know, they are huge. But I test it on mac, I need something heavy)
Result, for no_trim sprite (~20FPS):
Result for trim sprite (~39FPS):
Looking forward to the next release!
That’s almost twice! Wow
Yeah, but this is a really synthetic test. For some tests, it could be even slower (for example, if we turn on this feature for bunnymark project test where sprites of bunnies don’t have a lot of alpha)
Will this reduce the actual load time of the textures (less data)?
Not initially but once we use this to also pack the textures better it will result in smaller textures and those will load faster.