
Michal Staniszewski
@bonzajplc • 4,877 subscribers
bonzaj/plastic #demoscene Studio Director at @plasticdemo Currently working on BFS. Likes to program everything on GPUs. Art + Tech
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In BFS you can simulate fluids in multiplayer. Because the simulation is deterministic, there's a bit of performance penalty, but there is still a lot of space to be optimized. The most important thing is that it works and brawling in water is quite a fun!
Michal Staniszewski61,210 views • 12 days ago

This is a quick test that I did exactly 4 years ago while searching for rendering solutions for BFS in UnrealEngine. You see millions of Nanite meshes, with their transformations injected directly into GPUSceneInstanceSceneData. You could do rigid animations on that buffer too with all culling being performed. At some point we completely removed triangulated preprocessed meshes, so Nanite and Lumen and finally Niagara had to be disabled. In the end we ended with using a mixture of raymarching inside rasterized BBoxes and global voxel grid for destructive world. Sebastian Aaltonen being a huge inspriration here
Michal Staniszewski34,686 views • 19 days ago

A new look on our Terrain Editor/Generator. Everything is computed on GPU so we were surprised that even when the whole terrain is recomputed from scratch, it is still realtime. Any ideas how to fix TAA ghosting since we don't know how to provide motion vectors?
Michal Staniszewski14,654 views • 27 days ago
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