Previously worked as engine dev for Asobo studio (mostly on Microsoft Flight Simulator).
Per layer per region we do:
- Paint & recompute low-resolution information
- upload low-res to GPU
- execute custom shader to create a high-res version (add noise etc)
Then, we merge the high-res layers into a single texture array. This texture array is sampled by the terrain.
Done!
Per layer per region we do:
- Paint & recompute low-resolution information
- upload low-res to GPU
- execute custom shader to create a high-res version (add noise etc)
Then, we merge the high-res layers into a single texture array. This texture array is sampled by the terrain.
Done!
There is a region-based update system as well, so we can update only that which changes.
There is a region-based update system as well, so we can update only that which changes.
In total, prepooling + preloading: ~1 second, from clean.
#smallgame #indiedev #performance #code
In total, prepooling + preloading: ~1 second, from clean.
#smallgame #indiedev #performance #code
#gamedev #techart #unity
#gamedev #techart #unity