This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
using data oriented algorithms to process the culling of objects and both secondary command buffers and automatic batching to efficiently submit the draw primitives. This is needed for some types of game mechanics such as: Projectiles (bullet hell for example). GPUParticlesMaterial resource (or even an optional dedicated shader).
Backpack Battles Backpack Battles decided to make inventory management the main game mechanic. There is just something about the frustratingly fun mechanics of Arctic Eggs that captured quite an audience who are we to judge your taste? Turn-based mechanics and an RPG flavor round off the experience.
For example, a shader can use warp shuffle instructions to exchange data between threads in a warp without going through shared memory, which is especially valuable in pixel shaders where there is no shared memory. Or a shader can perform atomic additions on half-precision floating-point numbers in global memory. x, u1 mov r3.yz,
The payload registers are the mechanism NVIDIA OptiX offers for passing arbitrary data along with a ray, from the caller that traces a ray, and back. This payload mechanism is very lightweight, similar to passing arguments to a function. Improved customization and performance NVIDIA OptiX 7.4
You can even create complex dynamic effects by writing custom shaders that operate on FogVolume nodes. is introducing sky shaders which allow users to create dynamic skies that update in real time (including reflections). For more information see the article introducing sky shaders. For other atmospheric effects, Godot 4.0
It can be directly in the AS build calls or in some related task like the culling of the objects. Cull instances for TLAS. Instead, cull instances depending on the situation. For example, consider culling based on an expanded camera frustum. Moving the CPU work to one or more worker threads is potentially beneficial.
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content