Kitten makes games
@kittenstudio.bsky.social
I make games for kids!
@flassari.bsky.social Hi Ari, thank you for your awesome work on FastGeo, - may I ask if there are any tutorials for using it with PCG GPU FastGeoInterop?
From what I gather there is no need for using Partitioning + GridSize nodes for runtime PCG anymore and we can rely on FastGeo settings now?
From what I gather there is no need for using Partitioning + GridSize nodes for runtime PCG anymore and we can rely on FastGeo settings now?
October 5, 2025 at 12:04 AM
@flassari.bsky.social Hi Ari, thank you for your awesome work on FastGeo, - may I ask if there are any tutorials for using it with PCG GPU FastGeoInterop?
From what I gather there is no need for using Partitioning + GridSize nodes for runtime PCG anymore and we can rely on FastGeo settings now?
From what I gather there is no need for using Partitioning + GridSize nodes for runtime PCG anymore and we can rely on FastGeo settings now?
@slinkyinvasion.bsky.social hi Jean-Sebastien, love your work, - may I ask if “InstancedActorsSpawner” performance ( pre-hydrated ) is better than a GPU compute-enabled “Static Mesh Spawner” for rendering mass static meshes?
( I’m currently manually converting GPU-computed SMs to Actors in PCG. )
( I’m currently manually converting GPU-computed SMs to Actors in PCG. )
September 27, 2025 at 11:32 AM
@slinkyinvasion.bsky.social hi Jean-Sebastien, love your work, - may I ask if “InstancedActorsSpawner” performance ( pre-hydrated ) is better than a GPU compute-enabled “Static Mesh Spawner” for rendering mass static meshes?
( I’m currently manually converting GPU-computed SMs to Actors in PCG. )
( I’m currently manually converting GPU-computed SMs to Actors in PCG. )