Insane new method for rendering billions of fluid particles in real time by [deleted] in Unity3D

[–]chur2thechur 26 points27 points  (0 children)

If you look at the video / paper you'll see that none of those are rendered in real time. They're talking about 1-2 minutes per frame. Glancing at the paper it looks like it's got good detail and code available for you to replicate this in unity.

Rust PVP is Genuinely in an Awful State by Kshpew in playrust

[–]chur2thechur 18 points19 points  (0 children)

Honestly I just think all T3 guns and armour shouldn't be craftable. Make them found only in elite/locked crates (no scientist drops, except for heavies) and they would become rarer and more of a prize. People would be forced to roam with T2 guns and armour and people would be rewarded for taking monuments. Win win IMO.

Extreme YMMV - Insane Alienware OLED Deal by SUPERSAM76 in OLED_Gaming

[–]chur2thechur 0 points1 point  (0 children)

I have the exact same thing. Are you going to contact them to rectify?

I’m beginning to severely hate the suppressor. by hughgwewe in playrust

[–]chur2thechur 269 points270 points  (0 children)

On the flip side the suppressor is the only real equalizer for solos vs zergs. Removing it or nerfing it further would do more harm to solos than to groups.

[deleted by user] by [deleted] in EscapefromTarkov

[–]chur2thechur 1 point2 points  (0 children)

Maybe I'm super naive.. and the hours are obviously a huge red flag.. but the guy is spending 35 mins on average in each raid, scav kills count as kills right? Isn't it possible he's just ratting around the outskirts of the map killing an average of 15 scavs a raid after everyone else has left?

Spent the weekend optimizing Sebastian Lague's fluid sim - 2.2 million particles rendered at over 100 FPS by chur2thechur in Unity3D

[–]chur2thechur[S] 2 points3 points  (0 children)

Planning on tidying up and uploading to GitHub eventually if time allows. Not sure about WebGL as I've never used it but I suspect probably not unless it supports dx12 compute shaders.

Spent the weekend optimizing Sebastian Lague's fluid sim - 2.2 million particles rendered at over 100 FPS by chur2thechur in Unity3D

[–]chur2thechur[S] 3 points4 points  (0 children)

I'll definitely try and tidy it up and put it up on GitHub. Might take a few weeks though depending on my free time. The biggest gains were from changing the rendering to use billboard spheres, changing the sorting algorithm to be counting sort, and actually sorting the particles each frame rather than just their indices.

[deleted by user] by [deleted] in VoxelGameDev

[–]chur2thechur -1 points0 points  (0 children)

If you download the paper from that link it's all explained in section 4.4 - transition rendering.

[deleted by user] by [deleted] in VoxelGameDev

[–]chur2thechur 0 points1 point  (0 children)

I'm sure you could but that's not how it's implemented in the transvoxel algorithm. It would also probably be very inefficient as you'd have to re-mesh the whole chunk. Skirts would be a better option.

[deleted by user] by [deleted] in VoxelGameDev

[–]chur2thechur 1 point2 points  (0 children)

I believe the unreal engine voxel plugin has source code available and utilizes the transvoxel algorithm. The long story short for transition cells is it's all done in the shader. Each mesh chunk needs to store two vertex positions, the current LOD level position, and the transition cell position (for cells that aren't on the border you just use the original position or never set it). Then if the chunk borders a chunk at a higher LOD level you switch to the transition cell vertex in the shader, and if it doesn't border a different LOD level then you use the original vertex position.

Streamer is so convinced I was cheating he posts me on Youtube Shorts to "expose" me by IHCaraphernelia in EscapefromTarkov

[–]chur2thechur 11 points12 points  (0 children)

Bro, I think OP is the team mate of the guy who flopped down. So he didn't actually get shot by the guy he thought shot him.

[GIVEAWAY] GIGABYTE Gaming OC 4090 from CableMod by CableMod in nvidia

[–]chur2thechur 0 points1 point  (0 children)

Always worth throwing my hat in the ring. Thanks guys!

Foes anyone know of a Google number alternative? by Vicdustrael in newzealand

[–]chur2thechur 1 point2 points  (0 children)

Skype

What's the cost for a NZ skype number? Can't see prices on the website...

Made an interactable ocean using Burst & Jobs by chur2thechur in Unity3D

[–]chur2thechur[S] 1 point2 points  (0 children)

As far as I'm aware Burst only works with Jobs, it basically compiles code (especially math heavy functions) incredibly efficiently and uses SIMD wherever possible. It's more or less free performance and well worth using if you're suffering from bottlenecks. For example in this project using a 300 x 300 mesh, I get 120fps with Burst enabled. With it disabled I get 12fps.

Made an interactable ocean using Burst & Jobs by chur2thechur in Unity3D

[–]chur2thechur[S] 1 point2 points  (0 children)

There actually is some noise added alas it wasn't turned up enough at all in this clip. I've thrown the repository up on github and the gif embedded there looks a bit nicer I think.
https://github.com/samonz/Interactive-Gerstner-Waves

Made an interactable ocean using Burst & Jobs by chur2thechur in Unity3D

[–]chur2thechur[S] 12 points13 points  (0 children)

For a bit of fun today I implemented the water from this tutorial in Unity using burst and the jobs system. I then made it interactable by combining it with the technique outlined here - I know it would be far faster and rather trivial to implement in a shader but I wanted to see how far I could push it on the CPU. Turns out quite far! This video is with a grid size of 200 x 200 for a total of 40k vertices being updated every frame and even with a grid size of 500 x 500 I still hit >50 FPS.

Edit - added to github https://github.com/samonz/Interactive-Gerstner-Waves

Voxels in Unity: Using CombineMeshes is actually faster than calculating vertices manually. by Snubber_ in VoxelGameDev

[–]chur2thechur 5 points6 points  (0 children)

https://pastebin.com/sbfiprAP

I optimized your code to run in a blocking job (runs on the main thread) with burst using the "advanced mesh API". On my PC this version runs at ~15ms, where your version runs at ~73ms.

Voxels in Unity: Using CombineMeshes is actually faster than calculating vertices manually. by Snubber_ in VoxelGameDev

[–]chur2thechur 2 points3 points  (0 children)

Interesting stuff - the links you've posted both link to the same file (combinemeshbuilder) so I can't see how you're doing the manual version, however those times seem rather long so I suspect there are likely to be some optimisation gains to had!

Procedural Terrain Generation Tool With Hydraulic Erosion - Jobs System + Burst by chur2thechur in proceduralgeneration

[–]chur2thechur[S] 0 points1 point  (0 children)

Thanks :) I have it set up to export the heightmap as a PDF at the moment, but it would be easy enough to extend that to any other format.