https://mastodon.gamedev.place/@sprig, https://darzu.io, https://sprig.land
Rendering Engineer at Bitshift Entertainment
We also have an oct-tree renderer that we're thinking we'll use for very large levels but i'm not actually sure it'll be faster.
We also have an oct-tree renderer that we're thinking we'll use for very large levels but i'm not actually sure it'll be faster.
acko.net/blog/teardow...
64^3 is just to cap the max number of steps any thread needs to take. I haven't investigated how important this is. We run at 360p for stylistic reasons, and worlds with 4000 chunks is <20us so our bottlenecks r elsewhere.
acko.net/blog/teardow...
64^3 is just to cap the max number of steps any thread needs to take. I haven't investigated how important this is. We run at 360p for stylistic reasons, and worlds with 4000 chunks is <20us so our bottlenecks r elsewhere.