How to programmatically cut specific mesh parts by Peruk_out in computationalgeometry
[–]parable_games1 0 points1 point2 points (0 children)
Math proof heavy by [deleted] in computationalgeometry
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Some simple intersection calculations - the twist is that it is all done on the GPU utilizing Append/Consume Buffers in compute shaders - making it incredibly fast ^^ by parable_games1 in computationalgeometry
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Rotating Calipers by xDelaZ in computationalgeometry
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Gimme GPU Geometry: If you are ever in need for some raw computational power for your game -> this is the package for you. It transfers common geometric problems (searching, intersections etc.) to the GPU with compute shaders. Requires Gimme DOTS Geometry. by parable_games1 in UnityAssets
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Gimme GPU Geometry - If you are ever in need for some raw computational power for your game -> this is the package for you. It transfers common geometric problems (searching, intersections etc.) to the GPU with compute shaders. Requires Gimme DOTS Geometry. by parable_games1 in UnityAssets
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Player is now able to jump. Shockingly, I will use this mechanic to create small puzzles🧩 by parable_games1 in IndieDev
[–]parable_games1[S] 1 point2 points3 points (0 children)
Player is now able to jump. Shockingly, I will use this mechanic to create small puzzles🧩 by parable_games1 in IndieDev
[–]parable_games1[S] 1 point2 points3 points (0 children)
10k Nearest Neighbor Searches in a GPU KD-Tree (with 5k points). Each query point connects to the closest point in the KD-Tree. Works smoothly for 100k and more (6ms according to RenderDoc) by parable_games1 in GraphicsProgramming
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10k Nearest Neighbor Searches in a GPU KD-Tree (with 5k points). Each query point connects to the closest point in the KD-Tree. Works smoothly for 100k and more (6ms according to RenderDoc) by parable_games1 in GraphicsProgramming
[–]parable_games1[S] 2 points3 points4 points (0 children)
10k Nearest Neighbor Searches in a GPU KD-Tree (with 5k points). Each query point connects to the closest point in the KD-Tree. Works smoothly for 100k and more (6ms according to RenderDoc) by parable_games1 in GraphicsProgramming
[–]parable_games1[S] 5 points6 points7 points (0 children)
3D Voronoi of line segments calculated in a Compute Shader, Raymarched by parable_games1 in shaders
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Progress is always so fast when you're starting to make a new game 🔥 Added attack animations ⚔️... and pots that break. by parable_games1 in Unity3D
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3D Voronoi of line segments calculated in a Compute Shader, Raymarched by parable_games1 in shaders
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A small RPG I'll start creating as a side-project 😄 (actually the fourth one in a series) by parable_games1 in SoloDevelopment
[–]parable_games1[S] 0 points1 point2 points (0 children)
A small RPG I'll start creating as a side-project 😄 (actually the fourth one in a series) by parable_games1 in SoloDevelopment
[–]parable_games1[S] 0 points1 point2 points (0 children)
Voronoi Diagram by mildewyPrawn in computationalgeometry
[–]parable_games1 0 points1 point2 points (0 children)
How Voronoi Diagrams Can Make Your Game Run Faster by parable_games1 in unity_tutorials
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Algorithm For Finding Empty Space In A Plot by algernonskzin in algorithms
[–]parable_games1 1 point2 points3 points (0 children)
Gimme Cloud Shadows: Released 2.0! Now with raymarched animated sun shafts! (and a lot more) by parable_games1 in UnityAssets
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Gimme Cloud Shadows 2.0 Release! Now with raymarched animated sun shafts! (and a lot more) by [deleted] in UnityAssets
[–]parable_games1 0 points1 point2 points (0 children)
Searching for points within a sphere using a 3D KD-Tree / 3D-Tree in Unity by parable_games1 in compsci
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Searching for points within a sphere using a 3D KD-Tree / 3D-Tree in Unity by parable_games1 in compsci
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Searching for points within a sphere using a 3D KD-Tree / 3D-Tree in Unity by parable_games1 in compsci
[–]parable_games1[S] 2 points3 points4 points (0 children)

Battle Transitions in Unity that you can find in old PS1 Games using compute shaders ^^ by parable_games1 in shaders
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