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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 Amorim 的头像
Pedro Amorim6 个月前

Fantastic work!

Circuit Loaf • Aleksandr 的头像
Circuit Loaf • Aleksandr6 个月前

Any spatial streaming along the pipeline? Or just full level for now?

Kiriakos Gavras 的头像
Kiriakos Gavras6 个月前

Certified bossman

Starkium 的头像
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

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