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Terraforming 10 Million Grid Points Smoothly Using Burst-Compiled Parallel Jobs

Terraforming 10 Million Grid Points Smoothly Using Burst-Compiled Parallel Jobs

I love learning about the technical aspects of game development. So, 18 months ago, I set out to learn about 2 specific topics: Tri-planar, tessellated terrain shaders and running burst-compiled jobs on parallel threads. A natural use case that combined these two topics was creating large terrains that could be manipulated smoothly in real-time, without tanking the frame rate. In this video we consider this terrain manipulation, or terraforming, and the data-oriented-design and memory management required to make it run smoothly on parallel threads. 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 00:49 Terrain Mesh and the Main Thread 01:27 Mesh Complexity and Memory Usage 05:26 Tessellation 07:04 Refreshing the Mesh 08:55 Terrain Chunks 10:40 Stamping the Height Map 12:28 Outro