100k units in multiplayer

100k units in multiplayer. Custom DX12 rendering pipeline in UE4, custom netcode, pathfinding, movement. 1500 bytes/sec (1.5KB) of bandwidth. Deterministic lockstep P2P of the floating-point variety. Animation handled via compute shaders, pathfinding and movement are on the CPU.

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Control 100k units

Feels nice to be able to control 100k units in an RTS with way beyond 60 FPS! This update also adds collision.

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100k units pathfinding

Unoptimized and unpolished, custom tech to enable real-time continuous pathfinding for up to 1 million units. Continuous means that the queries are running every frame.

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Collision of a million units

Deterministic RTS collision for a million units, at 0:25 half a million units start moving and colliding with the other half.

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Speed up IntelliSense for C++ in Visual Studio

Here are my settings to speed Visual Studio and in particular IntelliSense up for C++ development. They should make working with C++ in large codebases more responsive and faster (I’m using them with the Unreal Engine 4 source build). Note: Automatic Precompiled Header Cache Quota is the amount of space you let VS use up […]

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Instanced Skeletal Mesh in UE4

Wrote an instanced skeletal mesh renderer that can render up to a million units in UE4. Fully custom DirectX 12 rendering tech built in the engine, all GPU-based including animations, bone transforms and skinning.

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