More optimizations, and with the frame time going down the number of triangles is increasing. Fat pixels everywhere!
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Finally added frustum culling and 100'000 randomly positioned meshes on top of the terrain. There's still no gameplay, but walking around the hills feels good
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I know I'm late to the party, but #Tracy is an amazing frame profiler. Thanks to it I've spotted and managed to reduce the contention in the job system shelving 2 ms per frame 🎉 Now, do anyone know how to parallelize the scene tree update? Every child requires to be updated after its parent...I wonder if there are some tricks to be used there.
#tracy #solodev #screenshotsaturday #gamedev #softwarerenderer