Peter Kirkcaldy
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peterkcodes.bsky.social
Peter Kirkcaldy
@peterkcodes.bsky.social
indie game dev sometimes known as Black Mesa Employee. currently working on Build Fight Game (peterkirkcaldy.co.uk)
are you peepee or terter
March 10, 2025 at 2:32 PM
block data array is accessed. all-in-all, this has reduced per-chunk memory use to ~2/3 by eliminating redundant data duplication.

also, i planned out my implementation of the voxel lighting compute shader. to be implemented tomorrow. a successful day :D
November 20, 2024 at 9:05 PM
now i’ve adjusted the system to be able to read straight from the voxel data and apply that to the 3D texture. previously conflicts were created from the jobs system when trying to read block data that may have been modified. i tweaked my jobs setup to ensure that all jobs are complete before the
November 20, 2024 at 9:05 PM
me when i drop my comically huge gold bar
November 19, 2023 at 9:24 PM
it's definitely something to look into. this video is a great starting place for computer shaders specifically
youtu.be/BrZ4pWwkpto?...
November 10, 2023 at 6:53 PM
I suppose its probably different since im writing compute shaders rather than standard shaders, it feels closer to C# (except in some confusing ways that come to baffle me)
November 10, 2023 at 6:28 PM
I was very tempted to take the easy route lol, but I really had to have proper lighting and make sure all the chunk gen was still fast. I have a character in the game who's primary ability is being able to dig 3x3 tunnels very very quickly, so poor chunk performance could easily mess up the balance.
November 10, 2023 at 6:27 PM
yea shaders are a real pain. i use shadergraph wherever I can, and where writing actual HLSL is required I find generally it's syntactic similarities with C# sorta allow me to hack something function together.
November 10, 2023 at 6:22 PM
I've had a lot of growing pains to get it to actually function, but pretty limited crashing issues. most recent headache has been block lighting, since Unity's default real-time setup means that underground areas are pretty much fully lit. im using a compute shader to approximate better lighting.
November 10, 2023 at 2:25 PM
all custom multithreading! I'm not familiar enough with jobs to make it work, so I spin up a thread on each available CPU core responsible for generating chunk mesh data, then pass that to the main thread where its converted to an actual in-game mesh.
November 10, 2023 at 2:15 PM
nothing is more exciting than selecting hats. love this!!
November 9, 2023 at 11:28 PM