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