I've update the "Wormy Fountain"-article with a great post from @GeoffLesterCG. Thank you @daondare for mentioning it to me!
To the blog post: https://geofflester.wordpress.com/2019/02/25/houdini-looping-particles/ …
To my article update: https://simonschreibt.de/gat/gta-v-wormy-fountain/#update3 …
#gamedev #houdini #simulationpic.twitter.com/U7oxx2KHd6
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W odpowiedzi do @simonschreibt @daondare
Thanks very much for the callout :) Love your tileable mesh approach, btw. Probably a decent amount more efficient for memory versus the alembic cache / vertex texture approach!
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W odpowiedzi do @GeoffLesterCG @daondare
That was my hope but the unreal guys told me that those spline meshes use a ton of shader instructions... but maybe this is just an unreal specific problem.
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From the profiling we did they use a lot of instructions, but the runtime cost is relatively cheap and scalable to how many vertices are present
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Yeah, not too surprised they are expensive for performance, but the memory footprint would be nicer! the vertex texture thin always ends up with giant, usually unstreamable textures. Hurts my feelings :)
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They aren't that bad if you disable collision updates on them - for a lot of our cases we don't need collision or we find a workaround.
Wydaje się, że ładowanie zajmuje dużo czasu.
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