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I implemented fully async world loading (not just off the main thread), so the renderer can show the world as fast as possible while other threads update acceleration structures, bindless arrays, and so on. I'm making a game, so iteration speed is critical.
10,638 次观看 • 6 个月前 •via X (Twitter)
4 条评论

Pedro Amorim6 个月前
Fantastic work!

Circuit Loaf • Aleksandr6 个月前
Any spatial streaming along the pipeline? Or just full level for now?

Kiriakos Gavras6 个月前
Certified bossman

Starkium6 个月前
working through this logically as well, but I have some things to chew on about what's ok to load in before others. say I load a mesh with submeshes for example, return each piece or wait for the whole thing? technically doesn't matter since all the transforms are flattened

