65k lasers 5k spaceships 200 FPS

All the spaceships are running rudimentary AI with pathfinding and targeting. 6M triangles on average with 111 draw calls. Spaceship: 3k tris @ LOD 0, 60 tris @ LOD 3 Laser projectile 16 tris, no LODs Using a tricked out hierarchical instanced static mesh component (ships) and instanced static mesh component (lasers). Laser transformation happens […]

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horugame.com/improve-linkin… #tutorial on how to improve c++ linking times by an order of magnitude in #UE4 #gamedev @UnrealEngine
RT @grayzonegame: @IndieBandits Definitely check these out. 😎👌 @mars2000game @RtsDimon @LiquidationGame @MortalOnline @HoruGame @serfs…
horugame.com/sorting-parall… Sorting parallel arrays a.k.a. Structure of Arrays (SOA) is not that easy in UE4 since the… twitter.com/i/web/status/1…