Computes everything in compute shaders on the GPU, including LODs and frustum culling. No GPU-CPU stalls anymore, it’s faster than HISM or ISM. Since around 4.22 Epic has exposed indirect rendering via the RHI mostly because of Niagara, but this is a custom rendering component so there’s no overhead and is therefore faster where it […]
Implemented 2D blend spaces on the GPU so I can have giant armies with minimal impact on the CPU so I can use it for stuff that matters e.g. AI and navigation.
Starting to look like a game! Custom movement and collision system, swarm AI, first draft.
2 months of writing netcode finally paid off as I now have deterministic lockstep P2P multiplayer in UE4. This is a great step for the game and with it, the biggest technical challenge has been overcome.
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