Marcel Wiessler Profile picture
🌡 @needletools (he/him)

Oct 9, 2020, 39 tweets

Finally what I actually wanted to post πŸ˜…

Here is a first dynamic update version of the rendering

Got a couple of things to optimize and reduce/remove some expensive operations that cause drops in the video

@ElaborateGames @AlexanderBorner @unity3d #screenshotsaturday

BTW

Doing shadow culling could potentially improve performance a lot

but it's perhaps not necessary for our usecase so that's just a sidenote

Started adding support for additional properties per instance (test with subtle brightness variation)

@ElaborateGames @unity #gamedev #madewithunity

Started working on serializing render data

#gamedev #madewithunity @unity3d @ElaborateGames @alexflegler @AlexanderBorner

Dynamic removing now works with additional render buffers πŸ«’

@ElaborateGames @AlexanderBorner
#gamedev #gamedevelopment #unity3d #madewithunity

Custom pass test: culling using a worldspace texture

#madewithunity @ElaborateGames #gamedev #indiedev #rendering

and added a distance cull pass. Saves around 5ms when looking from a lower angle

(culling the grass geo only here)

Why not...

Ouf wondering why rendering is suddenly so much slower with culling ON πŸ€ͺ

When leaving the computer for a few minutes:

Start to integrate my rendering with the actual terrain gen

The first test scene works quite well! I'm pleased 😌

@ElaborateGames @unity3d @AlexanderBorner #indiedev #gamedev #gamedevelopment

And started integrating into gameplay!
@ElaborateGames πŸ€“πŸ₯πŸ€Ÿ

#indiedev #gamedev #gamedevelopment

Tiny cute test scene 🀠 Will be so good as more assets come in. Can't wait! πŸ˜… @ElaborateGames @AlexanderBorner @alexflegler

@unity3d #gamedev #indiedev #citybuilder

Started rendering the terrain with single hex tiles yesterday. Culling is wrong because of the heightmap offset and added gaps to make sure I'm seeing the correct version^^

@ElaborateGames

#indiedev #gamdev #madewithunity @unity3d #gamedeveloper #IndieGameDev

@ElaborateGames @unity3d Terrain got per texture type blend settings

@ElaborateGames

#madewithunity #gamedev #indiedev

Havent been posting updates in a while πŸ˜…- changed terrain rendering to use instanced tile based rendering in the meantime besides other things. This enables us to add stuff like river tiles or special terrain tiles more easily πŸ₯°πŸ€©

#game #indiedev #gamedev @AlexanderBorner

Started implementing tag based culling 🀟 @ElaborateGames

#gamedev #indiedev #madewithunity #rendering

First more complex test with tags is working quite well so far. Next step is making the texture dynamic

@ElaborateGames #madewithunity #rendering #indiedev #gamedev

Really happy this went so smooth and looking forward to making stuff dynamic tomorrow :) SHOULD be easy πŸ˜…

First version using poly bounds check. I also changed texture culling to use bit-flags for now

Added rotation and expanding bounds to my test component πŸ˜…

#indiedev #gamedev #madewithunity

Little improvements:
changed RFloat to RInt RenderTextures (although 32bit is probably way more than what we need) but that fixed flickering because the bit operation work now correctly! πŸ”₯πŸ₯°

#indiedev #gamedev @ElaborateGames

Added some more shapes and chose a nicer test model 🀠

#gamedev #indiedev @ElaborateGames #madewithunity @unity3d

@ElaborateGames @unity3d We also have polyline support now to cut free paths and such🧦

#indiedev #gamedev @ElaborateGames #rendering #shader #madewithunity @unity3d

Today is πŸ„β›΅οΈπŸš€πŸžοΈ river day @ElaborateGames

#indiedev #gamedev #hex #madewithunity @unity

I got a ton more of videos like these, doubt it's interesting enough tho so here is just one more with a slightly larger map. I think these components will come in handy for testing art at some point

@ElaborateGames @AlexanderBorner

#indiedev #gamedev #madewithunity @unity3d

Back at decals 🩹 This was yesterday when I had first version of rendering decals with instanced indirect.
It should be rendering 1 mio decals here

@ElaborateGames

@unity3d #gamedev #indiedev #rendering

Finally: decals on terrain with stencil maskπŸ§‘β€πŸ”§

#gamedev #indiedev @madewithunity

Two issues to solve: aliased edges and decals are partly transparent on the terrain shader (not on my test shaders tho... mmmh)

Other decals look fine tho (or maybe I just can't see the problems) πŸ§πŸ€”

Fixed transparency πŸͺŸ issue and readded decal layers 🧱✨

#gamedev #indiedev #madewithunity @unity3d

Also improved on culling today due to transforming the mesh position in vertex stage. This was especially obvious for the hex tiles. I now calculate the offset once and store it in a buffer for certain objects to apply it when culling

#gamdev #unity3d @unity3d @ElaborateGames

Share this Scrolly Tale with your friends.

A Scrolly Tale is a new way to read Twitter threads with a more visually immersive experience.
Discover more beautiful Scrolly Tales like this.

Keep scrolling