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How I Render 100K+ Variable Objects Using Burst-Compiled Parallel Jobs – Draw Calls

How I Render 100K+ Variable Objects Using Burst-Compiled Parallel Jobs – Draw Calls

What interests us today is how to render different visible objects in a performant way, so that we can handle in the order of 100 thousand visible elements of different types. In addition, we want to be able to highlight certain individual objects to relay information to the player. For example, an object could be selected, or we may want to indicate the range of a building or an action’s impact by tinting the objects in range. We will also consider some nifty tricks to reduce the number of draw calls we require to render everything. 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 Intro 00:50 Processing the Culling Results 01:26 Levels Of Detail (LODs) 02:37 Expanding on the Culling Code 04:38 Populating the NativeMultiHashMap 05:23 Extracting Transformation Matrices 07:34 Rendering the Objects 09:43 The Instanced Rendering Case 11:00 Improving Performance 13:41 Adding Variety to Humans 15:02 Outro