🔮 jclahoot.com
I should have a fix out in the next few weeks; it's a pretty big change though!
I should have a fix out in the next few weeks; it's a pretty big change though!
I'm rendering MORE tiles (I broke occlusion culling lol), and at 60FPS too!
Gotta go fast! 🦔💨🔥🔥🔥🔥🔥
I'm rendering MORE tiles (I broke occlusion culling lol), and at 60FPS too!
Gotta go fast! 🦔💨🔥🔥🔥🔥🔥
It's a big refactor, and I'm feeling a lot of resistance. I have to remind myself that I've done this kind of thing before! 😤
These 12K draw calls per frame won't fix themselves!
It's a big refactor, and I'm feeling a lot of resistance. I have to remind myself that I've done this kind of thing before! 😤
These 12K draw calls per frame won't fix themselves!
Instanced meshes come with some architecture changes, so I'll also have to learn about 🏖 shaders 😎 to recreate what I've built so far.
This is one of the first shaders I wrote! 💙🩵🩷
Instanced meshes come with some architecture changes, so I'll also have to learn about 🏖 shaders 😎 to recreate what I've built so far.
This is one of the first shaders I wrote! 💙🩵🩷
Instanced meshes are bulk orders of similar meshes. So I could theoretically turn my 10-15K draw calls per frame into just 2!
Instanced meshes are bulk orders of similar meshes. So I could theoretically turn my 10-15K draw calls per frame into just 2!
*Every single mesh* is a draw call to the GPU.
On my site, the CPU is yelling “DRAW MORE TRIANGLESSS!” to the GPU hundreds of thousands of times per second! 😅
*Every single mesh* is a draw call to the GPU.
On my site, the CPU is yelling “DRAW MORE TRIANGLESSS!” to the GPU hundreds of thousands of times per second! 😅
They’re both really good!
They’re both really good!