diff --git a/archive/threads/bonzajplc/2018-02-18-unity-tip-update/2018-02-18-JulienFryer-yes-plus-its-ray-traced-so-something-you-cannot.md b/archive/threads/bonzajplc/2018-02-18-unity-tip-update/2018-02-18-JulienFryer-yes-plus-its-ray-traced-so-something-you-cannot.md new file mode 100644 index 0000000..6768261 --- /dev/null +++ b/archive/threads/bonzajplc/2018-02-18-unity-tip-update/2018-02-18-JulienFryer-yes-plus-its-ray-traced-so-something-you-cannot.md @@ -0,0 +1,37 @@ +--- +title: "@SebAaltonen @bonzajplc Yes." +type: archive +source: twitter +source_url: "https://x.com/JulienFryer/status/965314873465896960" +author: "Julien Fryer" +handle: JulienFryer +post_id: "965314873465896960" +date: 2018-02-18 +archived: 2026-08-27 +draft: false +tags: + - archive + - twitter + - bonzajplc +description: "@SebAaltonen @bonzajplc Yes." +in_reply_to: "" +parent_post_id: "965308939293339648" +--- + +## Source + +- URL: https://x.com/JulienFryer/status/965314873465896960 +- Author: Julien Fryer (@JulienFryer) +- Posted: 2018-02-18 19:59:35 + +## Branch + +**1/** **@JulienFryer** ^965314873465896960 + +**@SebAaltonen** **@bonzajplc** + +Yes. Plus it's ray-traced, so something you cannot achieve with geometry. And for lots of cubes, you can get some more speed-ups but using 8 vertices instead of 24 and recompute normal/uv in pixel shader. + +## Related + +- Spine: [[archive/threads/bonzajplc/2018-02-18-unity-tip-update]] diff --git a/archive/threads/bonzajplc/2018-02-18-unity-tip-update/index.md b/archive/threads/bonzajplc/2018-02-18-unity-tip-update/index.md new file mode 100644 index 0000000..4ffbb44 --- /dev/null +++ b/archive/threads/bonzajplc/2018-02-18-unity-tip-update/index.md @@ -0,0 +1,47 @@ +--- +title: "#unity tip update." +type: archive +source: twitter +source_url: "https://x.com/bonzajplc/status/965280107836387329" +author: "bonzaj/plastic" +handle: bonzajplc +post_id: "965280107836387329" +date: 2018-02-18 +archived: 2026-08-27 +draft: false +tags: + - archive + - twitter + - bonzajplc +description: "#unity tip update." +in_reply_to: "" +--- + +## Source + +- URL: https://x.com/bonzajplc/status/965280107836387329 +- Author: bonzaj/plastic (@bonzajplc) +- Posted: 2018-02-18 17:41:26 + +## Thread + +**1/** **@bonzajplc** ^965280107836387329 + +#unity tip update. DrawMeshInstancedIndirect with no CPU culling and cloned meshes is a way to go. Thanks goes to @SebAaltonen and @JulienFryer for giving me hints about instance batch size. +And now enjoy this #minecraft style #voxelart cereal running at near 100 fps :). #gamedev + + + +**2/** **@SebAaltonen** ^965308410739806208 + +**@bonzajplc** **@JulienFryer** + +If you want to render lots of spheres very fast. I did all my particle physics debug views like this: https://gist.github.com/sebbbi/a599d7896aa3ad36642145d54459f32b + +**3/** **@SebAaltonen** ^965308939293339648 + +**@bonzajplc** **@JulienFryer** + +You can expand this technique to any SDF volume easily... Just sphere trace inside the cube instead of render a mesh. + +Branches: [[archive/threads/bonzajplc/2018-02-18-unity-tip-update/2018-02-18-JulienFryer-yes-plus-its-ray-traced-so-something-you-cannot]] diff --git a/archive/threads/bonzajplc/index.md b/archive/threads/bonzajplc/index.md new file mode 100644 index 0000000..f5a208f --- /dev/null +++ b/archive/threads/bonzajplc/index.md @@ -0,0 +1,12 @@ +--- +title: bonzajplc +type: note +draft: false +description: Archived threads by bonzajplc. +tags: + - archive + - twitter + - bonzajplc +--- + +- [[archive/threads/bonzajplc/2018-02-18-unity-tip-update]] diff --git a/archive/threads/index.md b/archive/threads/index.md index a014acb..8cfbe8c 100644 --- a/archive/threads/index.md +++ b/archive/threads/index.md @@ -16,6 +16,7 @@ Example of the note shape (single spine, no branches): [[archive/threads/How to - [[archive/threads/AgileJebrim]] - [[archive/threads/bmcnett]] - [[archive/threads/BOENSAW]] +- [[archive/threads/bonzajplc]] - [[archive/threads/CharlieMQV]] - [[archive/threads/ChipsandCheese9]] - [[archive/threads/cmuratori]]