How I Manage 10 Million Objects Using Burst-Compiled Parallel Jobs - Frustum Culling
Автор: Re: cOg Mission
Загружено: 2025-10-24
Просмотров: 391
18 months ago, I set out to learn about two game development related topics: Tri-planar, tessellated terrain shaders and running burst-compiled jobs on parallel threads so that I can manipulate huge terrains and millions of objects on them without tanking the frames per second.
This is the story of implementing what I've leared into a gridless, interactive, world-building sandbox game called Minor Deity.
Minor Deity on Steam: https://store.steampowered.com/app/38...
Minor Deity Discord Server: / discord
00:00 Introduction
00:48 Why do we need burst-compiled jobs?
01:45 What is Frustum Culling?
03:23 Why do this manually?
04:25 How did I do it?
06:30 OOP vs DOD
07:42 Using native memory and burst-compiled jobs
10:52 Performing the culling
13:15 Outro
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