Working on Departure. Wishlist ->
https://store.steampowered.com/app/3537220/Departure/
Each of these critters store all their legs/wings chunks into a single ChunkArray making all their data sequential in memory.
Demo: github.com/StephanieRct...
Plugin: github.com/StephanieRct...
#gamedev #UE5 #UnrealEngine #screenshotsaturday
Each of these critters store all their legs/wings chunks into a single ChunkArray making all their data sequential in memory.
Demo: github.com/StephanieRct...
Plugin: github.com/StephanieRct...
#gamedev #UE5 #UnrealEngine #screenshotsaturday
A total of 8,192 body nodes and 32,768 articulated leg nodes updated in a single thread.
And it's GPU bound because of the 40,960 box instances it needs to render.
#gamedev #UE5 #UnrealEngine
A total of 8,192 body nodes and 32,768 articulated leg nodes updated in a single thread.
And it's GPU bound because of the 40,960 box instances it needs to render.
#gamedev #UE5 #UnrealEngine
That's 500 centipedes with 10 segments, 4 legs / segment, 3 nodes / leg.
it's a total of:
5,000 soft body nodes (bodies)
60,000 rigid body nodes (legs)
On a single thread.
#screenshotsaturday #UE5 #UnrealEngine #gamdev
That's 500 centipedes with 10 segments, 4 legs / segment, 3 nodes / leg.
it's a total of:
5,000 soft body nodes (bodies)
60,000 rigid body nodes (legs)
On a single thread.
#screenshotsaturday #UE5 #UnrealEngine #gamdev
Demo: github.com/StephanieRct...
Plugin:
github.com/StephanieRct...
#gamedev #UE5 #UnrealEngine
Demo: github.com/StephanieRct...
Plugin:
github.com/StephanieRct...
#gamedev #UE5 #UnrealEngine
store.steampowered.com/app/3537220/...
#screenshotsaturday #GameDev #IndieGame #IndieDev #Unity3D
store.steampowered.com/app/3537220/...
#screenshotsaturday #GameDev #IndieGame #IndieDev #Unity3D
#X4Foundations
#X4Foundations
It's a Math C# Unity package for common 3D transforms & primitive geometry built on top of Unity.Mathematics.
It can Raycast on all primitives and I hope to provide all the collision algorithms eventually.
github.com/StephanieRct...
It's a Math C# Unity package for common 3D transforms & primitive geometry built on top of Unity.Mathematics.
It can Raycast on all primitives and I hope to provide all the collision algorithms eventually.
github.com/StephanieRct...
Same setup (11,008 DOTS entities vs 11,008 Pnc Nodes)
Transform Propagation:
*Entities: ~2.08ms
*PNC: ~0.44ms
PNC transform propagation is about 4 times faster than DOTS itself. ✨
Same setup (11,008 DOTS entities vs 11,008 Pnc Nodes)
Transform Propagation:
*Entities: ~2.08ms
*PNC: ~0.44ms
PNC transform propagation is about 4 times faster than DOTS itself. ✨
Second screenshot: PNC world update of all 11008 nodes shows 0.426ms.
Second screenshot: PNC world update of all 11008 nodes shows 0.426ms.
@unity3d.bsky.social
GameObject vs PNC nodes.
A total of 11,008 game objects.
GameObject Update: ~19.26ms
PNC Update: ~0.426ms
These numbers fluctuate but we're talking about a speed boost in the 40-50x folds.
PNC as a lot of potential :)
#gamedev
@unity3d.bsky.social
GameObject vs PNC nodes.
A total of 11,008 game objects.
GameObject Update: ~19.26ms
PNC Update: ~0.426ms
These numbers fluctuate but we're talking about a speed boost in the 40-50x folds.
PNC as a lot of potential :)
#gamedev
The tide turned and I'm winning.
But now I'm stuck in this Xenon ship and have to drag him to the repair station like that.
They're gonna be fuming. 😤
The tide turned and I'm winning.
But now I'm stuck in this Xenon ship and have to drag him to the repair station like that.
They're gonna be fuming. 😤