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Dekirisu 🦀
@dekirisu@mastodon.social  ·  activity timestamp 3 days ago

👂 first try of skidding SFX
🦆 ..and suspension compression SFX
🐿️ (..or however one would call it)
🐦 made the engine sound more 'futuristic'

#rustlang #bevyengine #gamedev #sounddesign

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Shane Celis
@shanecelis@mastodon.gamedev.place  ·  activity timestamp 8 months ago

Bevy rendering improvements goin' wild.

https://bsky.app/profile/pcwalton.bsky.social/post/3lhwcpfv7ys2e #bevyengine

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PATRICK WALTON: Bevy 0.16 has a GPU driven rendering path now, enabled by default on platforms where it's supported! It uses bindless resources and multi-draw indirect to hugely reduce drawcalls. GPU 2-phase occlusion culling is supported. CPU overhead is minimized by aggressively retaining objects on GPU.

As an example of the performance, Activision's Caldera map, with ~30k meshes and millions of polys is about:
* 60 ms/frame in 0.14;
* 45 ms/frame in 0.15;
* 9.1 ms/frame in 0.16 (with all my PRs landed).

By way of comparison, Blender won't even load the glTF file, it's so big.
PATRICK WALTON: Bevy 0.16 has a GPU driven rendering path now, enabled by default on platforms where it's supported! It uses bindless resources and multi-draw indirect to hugely reduce drawcalls. GPU 2-phase occlusion culling is supported. CPU overhead is minimized by aggressively retaining objects on GPU. As an example of the performance, Activision's Caldera map, with ~30k meshes and millions of polys is about: * 60 ms/frame in 0.14; * 45 ms/frame in 0.15; * 9.1 ms/frame in 0.16 (with all my PRs landed). By way of comparison, Blender won't even load the glTF file, it's so big.
PATRICK WALTON: Bevy 0.16 has a GPU driven rendering path now, enabled by default on platforms where it's supported! It uses bindless resources and multi-draw indirect to hugely reduce drawcalls. GPU 2-phase occlusion culling is supported. CPU overhead is minimized by aggressively retaining objects on GPU. As an example of the performance, Activision's Caldera map, with ~30k meshes and millions of polys is about: * 60 ms/frame in 0.14; * 45 ms/frame in 0.15; * 9.1 ms/frame in 0.16 (with all my PRs landed). By way of comparison, Blender won't even load the glTF file, it's so big.
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