Last 2 days I was working on editor functionalities. I added built-in powersheell terminal. I also added shadergraph which currently is doesnt want to compile properly
Last 2 days I was working on editor functionalities. I added built-in powersheell terminal. I also added shadergraph which currently is doesnt want to compile properly
I was working on UX in editor. Then I found bug which I couldnt fix for 3 hours. Bug was caused my matrix decompose floating point
Today I was working on optimatization, code quality and better model imports. fps jumped from ~400 to ~430.
Today I was working on optimatization, code quality and better model imports. fps jumped from ~400 to ~430.
I was working on game optimzatization. I made jump from around 200FPS to 400. There is still a lot more things to optimize.
I was working on game optimzatization. I made jump from around 200FPS to 400. There is still a lot more things to optimize.
I finished creating inventiry system. I also fixed bug- Some subchunks was missing if HiZ culling culled them before they were generated. After this short 3 days break into this project I’m shipping it and going back to my main one.
I finished creating inventiry system. I also fixed bug- Some subchunks was missing if HiZ culling culled them before they were generated. After this short 3 days break into this project I’m shipping it and going back to my main one.
Today I was mainly working on game optimatization and code quality. I also started implementing Inventory system. Currently broken blocks drops into ground and rotate, like in minecraft
Today I was mainly working on game optimatization and code quality. I also started implementing Inventory system. Currently broken blocks drops into ground and rotate, like in minecraft
Today I was working on new terrain system and optimatization. On te image is world with render distance 128 - unfortunettly its not fully loaded beacuse it takes ages to load 66k chunks. Game preallocates required memory. This world requires ONLY 1.5GB VRAM and 1.2GB RAM. Vanilla minecraft runs 120FPS with render distance 16 on my laptop while my game runs 30FPS with render distance 128 which is 65992 chunks more. minecraft basiccly render 1.6% of what my engine can do.
Keep in mind that i have rtx 3050 4GB laptop
Today I was working on new terrain system and optimatization. On te image is world with render distance 128 - unfortunettly its not fully loaded beacuse it takes ages to load 66k chunks. Game preallocates required memory. This world requires ONLY 1.5GB VRAM and 1.2GB RAM. Vanilla minecraft runs 120FPS with render distance 16 on my laptop while my game runs 30FPS with render distance 128 which is 65992 chunks more. minecraft basiccly render 1.6% of what my engine can do.
Keep in mind that i have rtx 3050 4GB laptop
I came back to the project because I don’t like doing only one project at a time. My goal is to make simple Minecraft clone but much more optimized. On the image you can see 64x64 chunks world - that means 128 chunks long and wide. It only uses 1.6GB of RAM, 4% CPU, 2GB of VRAM. It handle stable 120FPS on my rtx 3050 4GB latpop. Orginal minecraft have 120FPS with render distance 16.
I came back to the project because I don’t like doing only one project at a time. My goal is to make simple Minecraft clone but much more optimized. On the image you can see 64x64 chunks world - that means 128 chunks long and wide. It only uses 1.6GB of RAM, 4% CPU, 2GB of VRAM. It handle stable 120FPS on my rtx 3050 4GB latpop. Orginal minecraft have 120FPS with render distance 16.
I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout
I was working on optimizing grass system. I added wind component and optimized colission with other objects. Thanks to optimatization FPS jumped from ~250 to ~320. I also modified scene saving system - binary file as main file and .terrains failes as terrain data. I added Editor layout to AppData so editor rembeber your last layout
Today i was adding missing tests. I also updated terrain sculping system - you can now sculp all terrain at once if multiple instances. I added some utils and deleted fps limit in play mode.
Today I was working on better shadow implemenatation. I implemented VSM shadows - smiliar are used in UE5. I think its looks good
Today I was working on better shadow implemenatation. I implemented VSM shadows - smiliar are used in UE5. I think its looks good