位置: 编程技术 - 正文

cocos roadmap

编辑:rootadmin

推荐整理分享cocos roadmap,希望有所帮助,仅作参考,欢迎阅读内容。

文章相关热门搜索词:,内容如对您有帮助,希望把文章链接给更多的朋友!

Cocos2d (v.3.0) rendering pipeline roadmap

(the vision)

The way currently Cocos2d does rendering is good but it is beginning to feel somehow antiquate and moreover it doesn’t actually leverage modern multi core CPUs so popular nowadays on most modern tablets and mobile phones.

So we want to re design Cocos renderer, for making it more performing, elegant, scalable, flexible but still simple to use and to understand. Also we want to maintain that same familiar API that current Cocos2d users will feel immediately comfortable with, without having to bother about what’s changed or new under the hood.

We will do this maintaining the same key cornerstone concepts Cocos2d users get to know and like as Scenes, Nodes, Layers, Sprites.

What (the goals)

Here is a high level view of the new features and improvements we would like to achieve in Cocos2d v.3.0:

Decouple the scene graph from the renderer

Visiting nodes issues graphics commands and put them on a queue, but doesn’t actually invoke any OpenGL rendering code

Viewing frustum Geometry culling

Sprites (and geometries more in general) not visible from the camera’s point of view be automatically removed from the current frame and not rendered

Rendering on a thread

The execution of all the rendering commands (i.e. OpenGL calls) will be moved to different thread than the main one (this will allow for better parallelism and usage of more than one CPUs cores where possible)

Automatic batching

Efficiently reduces the number of draw calls (automatically) batching them together when possible (i.e. sprites using the same material)

(Node based) Customizable rendering

As in the current version of Cocos, users will still be able (if needed) to customize rendering on a per node basis, calling OpenGL commands directly, disregarding the official renderer (but possibly incurring on worst performances)

How (the plan)

Central to the new design is the notionCommandQueue. While visiting a node, rendering will not call OpenGL commands directly anymore (as currently is the case); it will instead push CocosGraphicsCommands to a queue. Commands In the queue will subsequently be read by the rendering backend, processed as needed and pushed to the actual rendering API (i.e. OpenGL) (see picture)

The rendering backend (running on his own thread) will in turn pop graphics commands from the queue, process them and actually execute them. Any locking or CPU expensive OpenGL commands will be then executed from the back-end thread, letting Cocos’ main thread free continue working on parsing the scene graph or doing other non rendering related tasks. This will help parallelism and will allow for using multi core CPU’s (see picture)

With Cocos2d-x 3. we also want to introduce the concept ofautomatic batching. In fact we believe reducing the number of draw calls and render device state changes will improve drastically rendering speed.

cocos  roadmap

In order to achieve very good batching, we would like to introduce also a new concept of “attributes” for Layers (formally CCLayer). There are going to (at least) 3 new Layer attributes:

Unordered

Static

Batch

Unordered Layer (formally CCLayer)

We want now focus on Unordered Layers, which are going to help achieving auto batching for improving rendering performance.

Rendering order in Cocos2d is dictated by the “order” nodes are arranged in the scene graph (see picture)

This is still going to be true still in V.3.0 unless the Layer is tagged as Unordered.

The Unordered attribute will instruct the Layer to disregard rendering order for all of his children (see picture)

The graphics commands will then be put in the CommandQueue and a special “unordered tag” will be place in the command queue as well for instructing the rendered to disregard the order and re arrange graphics commands so to render all the primitives using the same material in one draw call. Rendering all primitives (that use the same “material”) in one go will make rendering much faster, especially on mobile devices.

Static Layer

Layers tagged as static, will be treated as if all children will not going to be translated/rotated/zoomed (transformed) during the entire lifespan of the layer. This will allow Cocos performing expensive operations as matrices concatenation or computing culling information (i.e. quad-tree) only once (typically before the first rendering pass) improving drastically performance. Note that sprites in a static Layer can still be “animated” as far as they’re not transformed or scaled.

Batch Layer

A batch layers will behave very similarly to how a Batch Node (CCBatchNode) currently works in Cocos2d. All the children of a batch layer will HAVE to use the same “material” thus allowing the front end to combine all the draw calls for that layer in one single one. (Erroneously) Adding children that use a different material to a Batch Layer will trigger an Assert ().

Automatic Culling

To do

Rendering context (RenderBucket, RenderTarget, Camera, viewport)

To do

Rendering and materials system

To do

Customize rendering for nodes

To do

cocos2d-x 引擎分析:如何实现跨平台 怎么样使用Cocos2d-x快速开发游戏,方法很简单,你可以看看其自带的例程,或者从网上搜索教程,运行起第一个SceneHelloWorldScene,然后在HelloWorldScene里面

/*--------------创建一个Scene的2个示例--------------*/ //第一种:创建一个普通的Scene//从App入口AppDelegate找到这样两行代码://创建一个Scene对象的指针autoscene=HelloWorld::createScene();//导演运行这个场景(第一次

关于cocos2d-x-3.x版本环境的搭建和自己创建工程的步骤 (一)环境搭建RichardMillings--::次阅读最近3.2版本更新出來了!这是自2.x分支以来修复了超过个bug,3.2版本是目前为止,官方发布的最稳

标签: cocos roadmap

本文链接地址:https://www.jiuchutong.com/biancheng/369149.html 转载请保留说明!

上一篇:各种回调:定时器schedule、普通回调callFunc、菜单回调menu_selector、事件回调event_selector(回调阶段)

下一篇:cocos2d-x 引擎分析:如何实现跨平台(cocos引擎教程)

  • 专票税号不对可以认证吗
  • 园林绿化公司范围
  • 企业净利润怎么分配
  • 即征即退的增值税属于政府补助
  • 航空公司能开电动车吗
  • 项目奖金个人所得税怎么算
  • 年终奖是否列入社保基数
  • 开票金额大于付款金额怎么做分录
  • 补交的增值税可以从留抵里面扣嘛
  • 企业生产过程中执行标准要把握好以下原则
  • 哪些车辆可退还车款
  • 会计期末要做的事情
  • 工会费可以个税抵扣吗
  • 受托代销商品手续费会计分录
  • 服装行业营业收入存在的问题与对策
  • 企业所得税业务费扣除标准
  • 公司拍摄产品的文案
  • 用友软件冲销凭证是什么意思
  • 租客一次性支付一年租金需要交个税吗
  • 公司发的奖金可以直接公司账户转账给员工吗?
  • 城市维护建设税计算公式
  • 公司面临清算,外包企业的员工怎么处理?
  • 薪酬总额包干什么意思
  • php匹配邮箱
  • 融资性租赁的优缺点
  • 增值税专票开错了可以作废吗
  • 收到投标保证金利息如何账务处理
  • 土建工程付款方式比例
  • 个人转让公司限额多少
  • uniapp route
  • 非金融机构从事贷款谁负责监管
  • 多目标pso
  • web前端入门教程
  • 关于我的家乡作文1000字
  • 节流和防抖js
  • 其他权益工具投资
  • 一般纳税人没有开票怎么申报增值税
  • java对象内存大小计算
  • sqlserver存储过程声明变量
  • 纳税人识别号和信用代码一样吗
  • 送礼的烟酒去哪里买
  • 企业收利息会计科目
  • 对公付款对方不发货不退钱怎么处理
  • 机关单位工会经费的来源
  • 微信收款要收费吗?
  • 房产增值税发票可以抵税吗
  • 工会经费如何支出
  • 物业公司劳务外包
  • 增值税劳务费税率是多少
  • 进口设备 退税
  • 厂房测量费怎么做账
  • 哪些固定资产不需要计提折旧
  • 计费销售额如何计税
  • 增值税专用发票的税率是多少啊
  • 当期损益包括哪些科目指的
  • 商业企业固定资产一次性扣除
  • 数据库保护数据方式
  • 联想电脑BIOS启动键
  • 如何在卸载程序中隐藏已安装程序
  • windows桌面快捷方式怎么创建
  • xp系统开机一直在滚动条
  • mac如何查看隐藏的文件夹
  • mini programes
  • win10预览版好吗
  • Linux下OpenVPN配置静态密钥(static-key)验证教程
  • 冗余文件是什么意思
  • win10商店没有图标
  • dos批处理命令大全
  • 怎么做小地图
  • 怎么设置网页就用指定浏览器
  • css控制html
  • 新版unity
  • js快速生成数组
  • js动态生成函数
  • javascript如何学
  • android中toast用法
  • 云南省税务申报流程
  • 对税务稽查工作的意见和建议
  • 北京市社会团体
  • 出口退税额与出口退税收入
  • 免责声明:网站部分图片文字素材来源于网络,如有侵权,请及时告知,我们会第一时间删除,谢谢! 邮箱:opceo@qq.com

    鄂ICP备2023003026号

    网站地图: 企业信息 工商信息 财税知识 网络常识 编程技术

    友情链接: 武汉网站建设