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

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 Image
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 Image
When leaving the computer for a few minutes: Image
Start to integrate my rendering with the actual terrain gen Image
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^^


#indiedev #gamdev #madewithunity @unity3d #gamedeveloper #IndieGameDev
@ElaborateGames @unity3d Terrain got per texture type blend settings


#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


@unity3d #gamedev #indiedev #rendering
Finally: decals on terrain with stencil maskπŸ§‘β€πŸ”§

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

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