正在加载视频...

视频加载失败

"Use the GPU to optimize the rendering" >30fps on a 1000x1000 map. Absolutely crazy. The switch to simplified hexagons (solid color) isn't even needed btw, I just think it looks cleaner.

43,109 次观看 • 8 个月前 •via X (Twitter)

42 条评论

Kingmakers Game 的头像
Kingmakers Game8 个月前

30fps on what's essentially a still image, on a modern PC, is actually kindof pathetic. Here's a video of 1000x1000 animated sprites, at 60fps, from 6 years ago.

Astropulse 的头像
Astropulse8 个月前

Entirely different problem. This is running in javascript, on a browser, and the tiles are dynamic, not just animated images. If this were in C or a game engine you'd be right. But the simple fact is, I typed 7 words and got a 20x performance boost.

Kingmakers Game 的头像
Kingmakers Game8 个月前

Ok how’d the boost work?

Maldito 的头像
Maldito8 个月前

@RealAstropulse using the GPU to help with rendering. he said it on his post

Kingmakers Game 的头像
Kingmakers Game8 个月前

@RealAstropulse Lol

DeSerrate 的头像
DeSerrate8 个月前

I was going to say something mean about optimization but then I noticed you're running it in the browser... nvm

Astropulse 的头像
Astropulse8 个月前

👉😎👉

Tristan Rhodes 的头像
Tristan Rhodes8 个月前

Literally 1 million tiles! Mission accomplished.

Aaron Slodov 的头像
Aaron Slodov8 个月前

any plans to opensource? does this use anything from redblob?

Astropulse 的头像
Astropulse8 个月前

No clue what redblob is. I plan on releasing the whole thing on github once it's done. I've already uploaded the map generator.

Aaron Slodov 的头像
Aaron Slodov8 个月前

you'll love this

JuanGalt.com 的头像
JuanGalt.com8 个月前

wild

clozy 的头像
clozy8 个月前

Honestly, despite it being AI, this looks so cool. Cant wait for this game to drop, crazy how good AI pixel art can look nowadays. Any tips for using retro diffusion?

Astropulse 的头像
Astropulse8 个月前

AI just multiplies creativity. If someone's got good vision and art direction skills (I think mine are alright), it can be leveraged to make some awesome stuff :) General tip for RD is to check the example galleries to see what styles/models make, and use descriptive prompts.

clozy 的头像
clozy8 个月前

Thanks! I'll check it out

Timboslice 的头像
Timboslice8 个月前

This looks clean man. Been watchin for a while and it is fun seeing your progress

Collectivetrauma 的头像
Collectivetrauma8 个月前

what is this? It looks amazing! Can you make custom maps? I've looked at map making resources such as wonderdraft, but something like this would be incredible.

Astropulse 的头像
Astropulse8 个月前

Its a game I'm working on, similar to settlers of catan. You can generate your own maps using this script!

Collectivetrauma 的头像
Collectivetrauma8 个月前

Are the maps random or is there an editor?

Astropulse 的头像
Astropulse8 个月前

Random, based on physical properties like continents, elevation, humidity, temperature, etc. I might make an editor but with the scale this is meant to be placed at you'd have to make some massive maps by hand. Not fun.

Either 的头像
Either8 个月前

Chunked?

Astropulse 的头像
Astropulse8 个月前

Nope, doesn't need to

Either 的头像
Either8 个月前

That’s a mil individually rendered quads? All visible, no frustrum culling on CPU?

Astropulse 的头像
Astropulse8 个月前

Yep! It does cull when you're zoomed in, but when its zoomed out all the way its not culling anything.

Either 的头像
Either8 个月前

How does the quad shader handle translucency? Given their shapes I’m guessing all sprites are calculated as translucent?

foo 的头像
foo8 个月前

whats the tech stack?

Astropulse 的头像
Astropulse8 个月前

Javascript, html, webgl. Coding with ChatGPT, and Antigravity. Artwork made with Retro Diffusion.

Custer 的头像
Custer8 个月前

What game is this?

Astropulse 的头像
Astropulse8 个月前

It's a massive catan-style digital-physical hybrid board game I've been working on :)

John Smith 的头像
John Smith8 个月前

Hey! Same thing when I moved most of my iso map rendering in a shader. I don’t even think if I will need chunking anymore. It’s like GPU was made for this, or something! :p

Gamer Brethren Advocates | Squad Up✊ gbamfs.org 📢 的头像
Gamer Brethren Advocates | Squad Up✊ gbamfs.org 📢8 个月前

Beautiful work

zbigniewcebula 的头像
zbigniewcebula8 个月前

Add some perlin noise layers (aka octaves) to make this map less boring. For example "continents" or "plates", to make bigger water areas (seas/oceans).

Astropulse 的头像
Astropulse8 个月前

The large map like this is bland because the generator isn't made for this scale. Look at the code I'm already using: It's a pretty sophisticated physically based simulation using elevation, continents, temperature, and humidity.

Sinan Ata 的头像
Sinan Ata8 个月前

You could get it down to 1 draw call and way better fps using BatchedMesh2 if built with threejs

OMI/ GAME DEV 的头像
OMI/ GAME DEV8 个月前

can I asked what was the prompt?

Zanthous ✾ Zankai 的头像
Zanthous ✾ Zankai8 个月前

aim higher, you can do better

Anton L 的头像
Anton L8 个月前

cool! I don't know how much you control the rendering but you could try a quad tree acceleration structure to improve framerate even further

Alexander Petrov 的头像
Alexander Petrov8 个月前

It's static, so you can just bake it all in one texture.

Astropulse 的头像
Astropulse8 个月前

It is not static, each tile needs to be able to be interacted with, moved, changed, etc etc.

Alexander Petrov 的头像
Alexander Petrov8 个月前

All at once? You can dynamically draw only cells your are interacrting with, leaving the rest as the solid baked image. That's how nearly all 3d engines work even now - the most of the scene is "static" and unmoving, while fe elements move around, can interact, etc.

Maldito 的头像
Maldito8 个月前

Cool! Could the map be baked and you turn off interactivity after a certain zoom, switching to the baked version of the map? I think the costs of updating and handling the baked map would be cheaper than rendering the octs, but be more complex of course

Muhammed Milan 的头像
Muhammed Milan8 个月前

would be cool to see maps for 2d rpg games

相关视频