What does Cocos Creator 3.8 bring?
Cocos Cyberpunk has been upgraded to Cocos Creator 3.8.0. Everyone is welcome to download and experience it!
Cocos Creator has been iterating for 9 years. As a mobile-first cross-platform engine, Cocos engine has great advantages in production efficiency, picture quality and runnability!
In order to achieve the ultimate operating performance on both native and non-native platforms, the Cocos engine team has built a dual-core engine architecture to ensure that every platform has " native" performance.
C++ high-performance kernel : Release the underlying kernel driver project written in C++ to run the native application engine to ensure optimal performance.
Web3D core : The bottom layer of the released Web/mini game application engine will use the Web3D core written in JS to ensure the smallest engine package.
Next, let us break down the eye-catching updates in Cocos Creator 3.8.
post effects pipeline
Cocos Creator 3.8 adds a new post-effects pipeline that developers can use out of the box. Such as anti-aliasing TAA+FXAA, super-resolution FSR, BLOOM, HBAO and LUT, etc.
Improved rendering effects
In Cocos Creator 3.8, basic rendering capabilities have been enhanced again, such as:
Environment reflection probes added blending effect
Added new useful built-in materials
Supports high-performance implementation of fluid, cloth, and other effects
2D & UI
In addition to many 3D features, Cocos Creator has also been enhancing and improving the 2D pipeline to improve UI and 2D related capabilities.
1. 2D pipeline enhancement
Supports advanced features such as HD text, 3D UI, and 2D rendering in space.
2. HD Label
Cocos Creator version 3.8 supports high-definition text, which can greatly improve the overall quality of the project.
3. Spine enhancements
Unified Spine's runtime libraries on native and web/mini game terminals. While achieving consistency in rendering performance, it also improves the efficiency of Spine animation on the web/mini-game side.
The 3.8 version of the WeChat mini game can still maintain 30 frames even with 200 Spine animations.
physical system
character controller
It has built-in character control capabilities that can interact naturally with the environment, such as role-playing and action games.
Configurable constraints
Configurable constraint components are used to customize various complex physical component connections. For example, car axles, various joints, etc.
The physics system also adds new features such as sweep collision detection, WebAssembly implementation, and sub-package loading.
Animation system upgrade
The Marionette animation system introduces a new feature: pose graphs .
For example, you can define the IK of the character's feet on different planes, let the character climb terrain at different heights, or look in a certain direction while walking.
editor
Roaster update
The baker in Cocos Creator 3.8 has enhanced support again:
Natural transition between shadow areas
High-definition light map
Ambient Occlusion (AO)
Hollow effect
Template mask
Shadow Saturation Adjustment
and other common practical features.
Asset Bundle Optimization
Cocos Creator 3.8 optimizes the Bundle management interface to make Bundle configuration for each platform more intuitive.
Many new Bundle features have been added to make Bundle construction more flexible, streamline the package body, and improve construction efficiency.
Supports building specified Bundle separately.
Support for adding filter options
Support preset configuration
Supports filtering of Bundles participating in the build when building (all exported by default)
Support building only Bundle when building
new platform support
OpenHarmony
Cocos Creator 3.8 integrates support for the upcoming OpenHarmony 4.0 version.
Google Play Games on PC
Starting from Cocos Creator 3.8, you only need to check the x86 architecture and the InputSDK option when building Android to meet the platform requirements of Google Play Games on PC.
Custom Pipeline Enhancements
In Cocos Creator version 3.8, the custom pipeline based on RenderGraph has been completed. Developers can also easily debug rendering through the visual rendering flow chart.
WebAssembly
Starting from Cocos Creator 3.8.0, some computationally intensive modules of the engine began to be implemented using WebAssembly, currently including Spine, WebGPU backend, Bullet and PhysX physics backend.
The engine also provides a WebAssembly module subcontracting mechanism to reduce the initial loading of content and shorten user waiting time.
Message from the engine team
Over the past 13 years, Cocos, as the hope of the whole village, has established a large user group and active community ecology in game development and multiple industries.
Cocos has always adhered to our original intention - to make game development easier, sacrifice low-level performance, and provide smoother running performance and more professional rendering quality for 3D pan-mobile applications.
Let us look forward to the future development of Cocos together. I believe that with your support and our efforts, we will create more possibilities together.
Live broadcast preview
Cocos official B station and video account will be live broadcast simultaneously at 19:00 on August 8 (next Tuesday). The engine R&D team and special guests fully shared the new features of v3.8, and simultaneously interpreted many application scenarios. Please lock in the official live broadcast room, we will see you there!
Past highlights