How can you cut down on drawcalls with texture baking? How can you save disk space with multiple UV sets? How can you use pre-rendered lightmaps and still retain the ability to edit individual surfaces? Let’s find out!
Enable Hi quality rendering in your game.
Sublime your creation using normal maps, specular map, glow map, multi-point lighting and put it in an osv to share.
This document is a making-of / tutorial for our latest technical demo called The Hunt.
The purpose of this demo is to present the capabilities of the ShiVa engine in terms of rendering, features and performance.
This tutorial explains how to improve performances, on IPhone necessarily but also on computer, by reducing the number of draw calls and the CPU usage.
The book is split into 17 Chapters, which I hope give a good introduction to ShiVa.
In all of the Chapters, I’ve tried to use standard Stonetrip demos to explain part of what the Chapter’s about.