Feels nice to be able to control 100k units in an RTS with way beyond 60 FPS! This update also adds collision.
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.
Deterministic RTS collision for a million units, at 0:25 half a million units start moving and colliding with the other half.
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 […]
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.
For the past 3 months I’ve been busy full time with making a giant army renderer from the ground up in UE4 and it’s finally finished. It can render up to a million units 3x faster than stock Unreal Engine and is hopefully using many of the latest & greatest DirectX 12 tricks: single draw […]
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