Instanced Indirect Rendering in UE4

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 […]

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Giant army support

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.

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Space Base with 500 Units

Starting to look like a game! Custom movement and collision system, swarm AI, first draft.

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Deterministic Lockstep P2P Multiplayer in UE4

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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Planet Destruction by Giant Laser

Plane destruction by giant laser

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Warp-in VFX

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Twitter

Giant army #rendering component in #UE4. 3x faster than stock UE4.26 Niagara, HISM. Supports multiple meshes, 1 dra… twitter.com/i/web/status/1…
SIGGRAPH 2020 talks: dl.acm.org/doi/proceeding… Posting it here because their website is absolute trash and makes them… twitter.com/i/web/status/1…
#tutorial on how to get HLSL template support in #UE4 horugame.com/hlsl-template-… With this and the existing shader per… twitter.com/i/web/status/1…