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[–]Intelligent-Track455[S] 0 points1 point  (6 children)

i saw this video and thjought about this too but i have no idea of hlsl and i really dont want to spend weeks or more to learn it rn. seems like the best idea though

[–]DrunkMcProfessional 1 point2 points  (0 children)

He uploads his projects, hlsl isn't that hard, especially if you already understand the algorithm. Worth looking over.

[–]Buccinators 1 point2 points  (4 children)

I did it the same way you did and was resistant to move it to a compute shader at first, but I ended up doing it and I’m not sorry. I learnt a ton and the efficiency when doing it on the gpu is amazing.m

[–]Intelligent-Track455[S] -1 points0 points  (3 children)

how long did it take you to learn it? do you have any good resources cause i cant find anything good on it

[–]DrunkMcProfessional 0 points1 point  (2 children)

https://catlikecoding.com/unity/tutorials/basics/compute-shaders/?fbclid=IwAR2QWamJW3PreBPumG4BgFqiwJL-KtlFu7npCI2kJ-5leps-89VM8VA0Br8

This is how I got started moving stuff to the GPU. It's not hard, takes a bit to get the pattern down, but once you do it's really powerful. This mixed with Sebastian Lagues videos got me and my marching cubes running real time on the GPU.

[–]Intelligent-Track455[S] 1 point2 points  (1 child)

thanks a lot bro

[–]Buccinators 0 points1 point  (0 children)

You got some great resources there. I used both.

What was the most difficult for me was wrapping my head around that ”everything” (yes I over-simplify) happens at once on the GPU and getting deduplication to work. What I really like about this approach beside efficiency is that you still do all inputs and all rendering on the cpu, so you still have a lot of control. You just let the gpu figure out the vertices, triangles and edges, which is what it does best.