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How I Manage 10 Million Objects Using Burst-Compiled Parallel Jobs - Frustum Culling

How I Manage 10 Million Objects Using Burst-Compiled Parallel Jobs - Frustum Culling

13 min
18 months ago, I set out to learn about two game development related topics: Tri-planar, tessellated terrain shaders and running burst-compiled jobs on parallel threads so that I can manipulate huge terrains and millions of objects on them without tanking the frames per second. This is the story of implementing what I've learned into a gridless, interactive, world-building sandbox game called Minor Deity. Minor Deity on Steam: https://store.steampowered.com/app/3876240/Minor_Deity/ Minor Deity Discord Server: https://discord.gg/2NEb4HxwhF 00:00 Introduction 00:48 Why do we need burst-compiled jobs? 01:45 What is Frustum Culling? 03:23 Why do this manually? 04:25 How did I do it? 06:30 OOP vs DOD 07:42 Using native memory and burst-compiled jobs 10:52 Performing the culling 13:15 Outro