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