tag:blogger.com,1999:blog-641146615965187190.post1257269559582747959..comments2020-01-22T13:07:13.501+00:00Comments on The Symbiosis of Software and Hardware: Future City: Update 6 - A Balancing ActSam Swainhttp://www.blogger.com/profile/05933506292526181555noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-641146615965187190.post-85978666298930957722016-10-11T11:33:44.299+01:002016-10-11T11:33:44.299+01:00You can get a procedure to generate whatever you w...You can get a procedure to generate whatever you want to represent the thing it represents. The steel tower is geometry (triangle rendering) up close, but wire-frame (line rendering) in the distance. When texture support is available you'll be able to generate images and draw them as sprites if you want. I'm not sure about 'splatting' geometry though as you still have to Sam Swainhttps://www.blogger.com/profile/05933506292526181555noreply@blogger.comtag:blogger.com,1999:blog-641146615965187190.post-71862008415704482812016-10-08T23:08:05.415+01:002016-10-08T23:08:05.415+01:00Hey!
I've actually not had much to do with for...Hey!<br />I've actually not had much to do with forests as such, but now that you mention how instancing can be leveraged for that then that makes sense (I would think the Witcher 3 uses that for their forests).<br /><br />I don't know of any DX11 equivalent of Multi draw indirect, but there's a DX12 feature with a similar name (ExecuteIndirect: http://www.dsogaming.com/news/Anonymoushttps://www.blogger.com/profile/05020845311272558049noreply@blogger.comtag:blogger.com,1999:blog-641146615965187190.post-45923173241324724242016-10-02T12:40:32.472+01:002016-10-02T12:40:32.472+01:00Sure, it's an important part of the system. T...Sure, it's an important part of the system. The distant geometry covers a larger area, but is lower detail, this keeps the tiers all about the same size in memory (in theory). Then it is a question of balancing the whole lot against available memory. The maximum size of each can be reduced to use less memory over all.<br />I cover this to some degree in this earlier post: https://Sam Swainhttps://www.blogger.com/profile/05933506292526181555noreply@blogger.comtag:blogger.com,1999:blog-641146615965187190.post-22208505628299465772016-10-01T02:28:37.037+01:002016-10-01T02:28:37.037+01:00Are you generating things as you go futher and fur...Are you generating things as you go futher and further away from the player? This way if you do run out of memory you will only get empty blocks at the far edges of the render distance.owenhttps://www.blogger.com/profile/09989384856313244450noreply@blogger.comtag:blogger.com,1999:blog-641146615965187190.post-61765889530364638282016-09-29T09:03:42.127+01:002016-09-29T09:03:42.127+01:00Thanks for the thoughts, it's nice to know the...Thanks for the thoughts, it's nice to know these articles are getting people thinking :)<br />A long time ago instancing was one of the things I wanted support for to help realise these sorts of complex worlds, but as the thoughts and tech developed I came to realise that it's not what I actually wanted (just about the time it actually became supported). An important tenet of Apparance Sam Swainhttps://www.blogger.com/profile/05933506292526181555noreply@blogger.comtag:blogger.com,1999:blog-641146615965187190.post-11070192944543260052016-09-28T21:48:56.295+01:002016-09-28T21:48:56.295+01:00Reading your article I couldn't help but think...Reading your article I couldn't help but think of some optimization techiniques.<br /><br />For example, instancing might help with the throughput of information to the GPU.<br /><br />There's also the idea of using Multi-Draw Indirect (http://rastergrid.com/blog/2011/06/multi-draw-indirect-is-here/) to alleviate the draw calls too.<br /><br />There's also some other tools you can Anonymoushttps://www.blogger.com/profile/05020845311272558049noreply@blogger.com