刚看到Wicked Engine这款3D开源引擎

https://github.com/Kliaxe/WickedEngine
效果非常好的

1赞

效果的确很棒:+1:t2:

UE、Unity 、寒霜、Cocos… 学不动了 :rofl:

效果真好,学好c++,走遍天下都不怕

没有移动端,没用处

没有移动端,没用处

这个对引擎渲染介绍的比较详细,比如

Occlusion Culling

Occlusion culling is a technique to determine which objects are within the camera, but are completely behind an other objects, such that they wouldn’t be rendered. The depth buffer already does occlusion culling on the GPU, however, we would like to perform this earlier than submitting the mesh to the GPU for drawing, so essentially do the occlusion culling on CPU. A hybrid approach is used here, which uses the results from a previously rendered frame (that was rendered by GPU) to determine if an object will be visible in the current frame. For this, we first render the object into the previous frame’s depth buffer, and use the previous frame’s camera matrices, however, the current position of the object. In fact, we only render bounding boxes instead of objects, for performance reasons. Occlusion queries are used while rendering, and the CPU can read the results of the queries in a later frame. We keep track of how many frames the object was not visible, and if it was not visible for a certain amount, we omit it from rendering. If it suddenly becomes visible later, we immediately enable rendering it again. This technique means that results will lag behind for a few frames (latency between cpu and gpu and latency of using previous frame’s depth buffer). These are implemented in the functions wi::renderer::OcclusionCulling_Render() and wi::renderer::OcclusionCulling_Read() .

目前只对unity 和 godot有兴趣

介绍的再多特性有什么用,难不成会改变它还不支持移动端的事实?

我的理解是对理解引擎渲染实现原理有帮助,我没看过比这个还详细的介绍引擎渲染的文章。其他仅此而已。

面向移动端编程是吗

是我UE5提不动刀了吗

可以这么理解

小公司不用 大公司进不去

之所以选择移动端,是因为买不起显卡这种理财产品,开发者如此,何况游戏玩家,乎?

英语不好的我 就算了把,,godot我可以,,

别玩了,老老实实学uni…cocos2dx吧 :joy: