Moving Water Grid to GPU


I profiled the game again and figured out the next big culprit to the slow framerate(s) was the water grid and rightfully so. The reason why it was slow was that I had to check for each vertex the Y position and change the color based on height (still do atm but probs could optimize this by using math instead of an if else branch later on CPU or GPU). Not only that but it also had to add to the grid's base Y value to move it upwards or downwards. Still though, this doesn't remotely compare to how slow drawing the skybox was soooooooo yea but it was still slow enough.

Anyways, I would reccomend that you jsut check this twitter video https://twitter.com/AndrewNReinke/status/1454519700512120834 for a better rough idea of what's going on. I could also just stay here and complain about how most of today was dealing with Directx12 API specific bullshit to even get this all working and what not but I won't.

Please let me know what you think about the currently playable build of the game! Have an awesome day!

Files

Funmi_Zip.7z 3 MB
Oct 29, 2021

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