Finally what I actually wanted to post π
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 π«
@ElaborateGames @AlexanderBorner
#gamedev #gamedevelopment #unity3d #madewithunity
Custom pass test: culling using a worldspace texture
#madewithunity @ElaborateGames #gamedev #indiedev #rendering
On that note π€ͺ
@ElaborateGames #screenshotsaturday #gamedev #indiedev #madewithunity @unity3d
Test with some grass geo
@ElaborateGames @unity3d @AlexanderBorner
#madewithunity #indiedev #gamdev #gamedevlopment
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 π€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 π
@ElaborateGames @unity3d @AlexanderBorner #indiedev #gamedev #gamedevelopment
And started integrating into gameplay!
@ElaborateGames π€π₯π€
#indiedev #gamedev #gamedevelopment
Tiny cute test scene π€ Will be so good as more assets come in. Can't wait! π
@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 π
- 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 π₯°π€©
#game #indiedev #gamedev @AlexanderBorner
Started implementing tag based culling π€ @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 π
First version using poly bounds check. I also changed texture culling to use bit-flags for now
Made a little test component to drag around.
#indiedev #gamdev @ElaborateGames #madewithunity @AlexanderBorner @alexflegler @unity3d
Added rotation and expanding bounds to my test component π
#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! π₯π₯°
#indiedev #gamedev @ElaborateGames
Added some more shapes and chose a nicer test model π€
#gamedev #indiedev @ElaborateGames #madewithunity @unity3d
@ElaborateGames @unity3d We also have polyline support now to cut free paths and suchπ§¦
#indiedev #gamedev @ElaborateGames #rendering #shader #madewithunity @unity3d
Today is πβ΅οΈπ€ποΈ 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 π©Ή 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 maskπ§βπ§
#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) π§π€
Fixed transparency πͺ issue and readded decal layers π§±β¨
#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
For comparison π§
#gamedev #madewithunity #indiedev #unity3d @ElaborateGames @unity3d
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