Block Models, Stairs and Mesh Optimizations
Автор: Quantum Developer
Загружено: 2024-05-04
Просмотров: 22437
Описание:
In this video I demonstrate you the new block models and stairs and I explain how I store my chunk meshes in memory.
There is a simple optimization that is often missed by other developers.
To highlight this I show how 3 different, well-known engines store their meshes and how they could reduce them by 4× to 6×:
@Hopsonn → "Minecraft in a week" and "Let's code Multiplayer C++ Voxel Game"
@finalforeach → "Cosmic Reach"
@VintageStory → "Vintage Story" (obviously)
The optimization in question is quite simple, as it just involves using buffers to store repeated values, something (the same people) are already doing quite comfortably on the CPU.
But for the GPU it is a common misconception that this is not possible, but it is!
That's why I made this video.
And of course I need a place to show off the chiseled stair system I made :P
If you want to learn more, the technique is also often called vertex pulling. Additionally you can check out my shader code here: https://github.com/PixelGuys/Cubyz/bl...
Download the game: https://github.com/PixelGuys/Cubyz/re...
Support me on Patreon: / cubyz
Discord: / discord
Github: https://github.com/PixelGuys/Cubyz
Cubyz is an open source voxel sandbox game.
Cubyz will be updated every couple months.
0:00 Intro
0:25 Cubyz - old mesh data
1:43 The Problem and Misconception
2:32 Buffers for Everyone
2:55 Hopson - old mesh data
4:04 FinalForEach - old mesh data
5:32 Vintage Story - old mesh data
6:16 Cubyz - improving mesh data
9:00 Hopson - improving mesh data
11:25 FinalForEach - improving mesh data
13:14 Vintage Story - improving mesh data
16:08 Results
16:45 Still too much memory - future ideas
17:26 Showcase: Stairs and others
18:18 New Textures
18:48 Graphics rewrite?
Music: None :(
#devlog #gamedev #voxel
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