Destruction sample; some big lag spikes in there but those bombs are pretty big. For example, the last bomb hits about 224,755,712 voxels.pic.twitter.com/wYzzV82Cl9
I found an excellent tutorial series (https://www.youtube.com/watch?v=ucuOVL7c5Hw&list=PL5KbKbJ6Gf9-d303Lk8TGKCW-t5JsBdtB …) that helped transform it closer to what it is now, supporting data in the millions at a good FPS consistently under 9k batch. But I'm still applying my own structural changes to what that series provides. (2/2)
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(Also it's been awhile since I've started a prototype with a technical challenge rather than a design one, so it's both wonderfully fun and horribly challenging at the same time!)
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You should get in the
#code channel of the MadisonGameDev slack and see what Alex from Filament has been cooking up :)
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