Degrading splat density to almost nothing then lots of particle lifetime + vector field movement.
-
Degrading splat density to almost nothing then lots of particle lifetime + vector field movement.
-
Degrading splat density to almost nothing then lots of particle lifetime + vector field movement.
@boggo lookin sweet! out of curiosity, i'm guessing the slight stuttering on edit is compiling shaders?
-
@boggo lookin sweet! out of curiosity, i'm guessing the slight stuttering on edit is compiling shaders?
@dotstdy Yeah exactly. I need to do a bit more work on that. When it recompiles it compiles "everything", but I think there is a way to actually only include things that are needed - it's todo.
-
@dotstdy Yeah exactly. I need to do a bit more work on that. When it recompiles it compiles "everything", but I think there is a way to actually only include things that are needed - it's todo.
@dotstdy I also think there might be a way in webgpu to compile the shader on a separate thread and swap it out once done, I'm currently doing it in a blocking way... but also it's javascript so I'm not sure if that'll be possible.
-
@dotstdy I also think there might be a way in webgpu to compile the shader on a separate thread and swap it out once done, I'm currently doing it in a blocking way... but also it's javascript so I'm not sure if that'll be possible.
@dotstdy When Hydra compiles I noticed it figures out what functions you actually used and just doesn't write most of them into the shader before compilation, I think I should be able to do that but I need to build some kind of pre-pass over the DSL first.
Anyway yeah the stutter on compile isn't ideal currently.
-
@dotstdy When Hydra compiles I noticed it figures out what functions you actually used and just doesn't write most of them into the shader before compilation, I think I should be able to do that but I need to build some kind of pre-pass over the DSL first.
Anyway yeah the stutter on compile isn't ideal currently.
@boggo Right, I realised after typing that this might not be quite so easy in JS and WebGPU. Although it looks like they do have a nice api for async pipeline creation, so I guess punting it into an async queue and swapping once it's compiled would work. at least in theory
-
@boggo Right, I realised after typing that this might not be quite so easy in JS and WebGPU. Although it looks like they do have a nice api for async pipeline creation, so I guess punting it into an async queue and swapping once it's compiled would work. at least in theory
@dotstdy yeah I remember seeing that when I was doing some research, I'll get around to trying it at some point. Multiple people pointed out the stutter last time I performed live with it so it's definitely something I need to fix.
-
undefined aeva@mastodon.gamedev.place shared this topic