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
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 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.
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)