Implemented merge instancing in UE4 to render different meshes in a single draw call. Large meshes are multiple instances. Can render an entire level in a single draw call. Based on an older SIGGRAPH paper by Emil Persson of Epic Games. All the colored parts in the video below are one single draw call!
The following requires a source-built Unreal Engine 4, launcher builds won’t work. Ever wanted to improve linking times by x10? What you need is incremental linking! Incremental linking as the name suggests only links files that have changed since the last time linking was done, which in my particular case means that 2766 source files […]
There comes a time in every self-respecting game developer’s life when they have to rebuild the entire engine along with the game they’re making. This usually happens when installing the latest version of Visual Studio that came with compiler improvements to MSVC. What you typically want to do is ensure that everything gets recompiled properly […]
Introduction If you’re as excited as me about signing into your Linux server from your Windows machine and completely ditching passwords and private keys stored on your computer in the process then this is the one and true guide for you!I’ve been wanting to do this ever since I’ve bought my first two Yubikey NEO […]
Sorting parallel arrays a.k.a. Structure of Arrays (SOA) is not that easy in UE4 since the default sort implementation can only work on one array at a time. As far as I know, there’s no easy way to get it to work with SOAs since element swapping happens via hardcoded calls to TArray::Swap(), so what […]
Fully deterministic unit movement integrated with custom P2P netcode. Features steering, unit clustering, 2D collision resolution, movement lanes, group splitting, regrouping on arrival and navmesh pathfinding. Animations are 100% done on the GPU to free up CPU capacity. Performance is 1.5ms per frame for 500 units moving concurrently, measured on an Intel i7-4770k in a […]