Home Game Development Cocos Enhance Kit: Cocos Creator engine for efficiency optimization, enhancements to the open supply mission – Cocos Creator

Cocos Enhance Kit: Cocos Creator engine for efficiency optimization, enhancements to the open supply mission – Cocos Creator

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Cocos Enhance Kit: Cocos Creator engine for efficiency optimization, enhancements to the open supply mission – Cocos Creator

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In my improvement historical past, initiatives all the time want some options that the engine doesn’t have, or the prevailing options of the engine can’t meet the demand.

So I put all of the options I needed so as to add to the engine in a single mission: Cocos Enhance Kit.

I hope everybody can take part within the improvement of this mission (repair bugs), so it will likely be open supply.

I hope this mission would be the first to implement a few of the options that folks count on the engine to have and produce a “native” expertise.

I hope this mission will be like an alpha model of the engine, it may be a reference within the utility impact, and assist the engine group to implement the options that folks count on the engine to have sooner.

The merchandise of including multi-texture rendering options to the engine, for instance, has been finished by many individuals, however.

  • There are people who do it by inheriting engine courses, which I feel will increase the price to the consumer and isn’t as silky clean as utilizing the engine’s native options.

  • There are people who do it by plugin scripts, however this method all the time requires copying a few of the engine code and will be awkward to implement, and I don’t suppose it’s any extra maintainable than a customized engine when Cocos Creator 2.x stops updating options.

Precedent for making multi-texture rendering options native to the engine.

The PixiJS engine has formally applied multi-texture rendering within the v4 launch in 2016.

The > Phaser engine relies on the PixiJS engine, so it additionally helps multi-texture rendering.

And the most important benefit of utilizing a customized engine is that it will probably assist native platforms, the drawback is that because the mini-game platform has an engine plugin characteristic, utilizing a customized engine will forestall you from utilizing the engine plugin.

Support for multi-texture rendering

  • Sprite, cc.Label, cc.RichText, cc.MotionSteak, Spine elements, simply drag within the elements to make use of.
  • Provides multi-texture batcher and automated materials switching mechanism, which makes it simpler to dynamically generate and handle multi-texture supplies, and is the premise for most of the following options.

Support for top DPI textual content rendering

Previously, we’d improve the fontSize and reduce the Scale of the node to attain this, however now it’s instantly applied contained in the engine, and the dimensions will be adjusted with one line of code.

cc.sp.labelRetinaScale = 2;

And present a world change and a single-component change, you may management the vary of this characteristic on as you want.

Dynamic merge reconstruction

  • Thanks to the multi-texture rendering base, it’s potential to remain at 1 Draw Call with no less than 8 units of photographs.
  • It helps automated multi-texture batching, optimized algorithms, reuse of discarded house, and different options.
  • Enables Spine to take part in dynamic merging as effectively.
  • Support world default change, and add a change for elements to take part in merging or not.
  • Expose extra merge interfaces to manage using dynamic merge maps in a extra detailed manner.

CHAR Cache Mode Refactoring

  • Thanks to the multi-texture rendering base, the utmost variety of character atlases has been elevated from 1 to eight, which considerably alleviates the issue of textual content not being rendered when the atlases run out.
  • Automatic multi-texture batching can also be supported, which signifies that Char character units will be merged with dynamic merging in a single batch.
  • Support for reuse of discarded house

As lengthy because the dynamic merge and Bitmap cache modes are used correctly, most scenes not must do particular Draw Call optimization (hitting the set, adjusting the node order, layering rendering) to have a very good variety of Draw Calls.

The Spine element helps merging with different elements, merging into dynamic units and SpriteBody swap

As talked about within the title, as a result of we discovered that the discussion board usually want to make use of SpriteBody to decorate up Spine, and there are lots of corporations use Spine to implement frequent animations, even body animations, which can have an enormous efficiency burden if they will’t be mixed with different elements.

You can get the total detailed documentation under, and it solely takes just a few steps (organising a customized engine) to use all of the above options.

Github repository: GitHub – smallmain/cocos-enhance-kit: 这是一个提供 Cocos Creator 引擎特性增强、修复与优化的开源非官方增强包。

The improve equipment is extraordinarily restrained in making modifications to the engine, and can strive to make sure compatibility and never modify the unique defaults of the engine, so that you don’t have to fret about “suddenly using it somehow”, and nearly all new options are enabled and disabled by default.

So after set up it’s possible you’ll discover that nothing appears to have modified within the mission, we suggest that you just learn the Getting Started tutorial to know the really helpful manner to make use of it.

Finally, in order for you a one-click set up, then think about my private paid engine extensions.

Cocos Store: Cocos Service Pack | Cocos Store

Of course you may write a script to implement it in minutes, so think about this a sponsored hyperlink and thanks to your assist

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