Brian
Brian
https://github.com/defold/defold/blob/dev/engine/engine/content/builtins/render/default.render_script#L87 Frustum culling is now a feature in Defold, has been since March. It currently works for sprites (and particles + GUI afaik). https://forum.defold.com/t/defold-1-3-1-beta/70594  I tested modifying Rendercam's render...
``` print("pre", rendercam.screen_to_world_2d(10, 10, false, nil, false)) rendercam.pan(100, 100, go.get_id("camera")) print("post", rendercam.screen_to_world_2d(10, 10, false, nil, false)) timer.delay(1, false, function() print("delay", rendercam.screen_to_world_2d(10, 10, false, nil, false)) end) ``` ``` DEBUG:SCRIPT: pre...
This project has a slightly modified version with a not as fully featured as necessary version of this issue. It's useful to set global variables you want many models to...
Sometimes there are situations where you want to be able to render multiple layers of a scene with different camera setups. For example, in a FPS you might want to...
In FPS games it is often the case where you may want to change the FOV while playing. Such as with zoom features, or for making the camera feel more...
I have a 640x960 game area I want to fit the screen area to 640x960 so that the width is always fit if possible while also respecting fixed aspect ratio,...
It may be a good idea to have built in support for rendering some sprites above the black sidebar blinds. Such as if the user is using a custom mouse...
This kind of function would be useful in certain kinds of games.
Latest release version is old
I've been thinking about this problem but don't have a good solution I would suggest yet. We do need a way with RenderCam to add/modify render target/material/tags without needing to...