Agenda
Fully Destructible Bricks World: 10 Deadly Schemes to Render 10 Million Bricks at 60 FPS on an Average Machine (Presented by DisBrick.com)
A game with 10 million bricks at 60 FPS, with thousands of different complex shapes, is now live, beta but effective & fun, and we want to share some tip, nothing ground-breaking, but incredibly efficient when consistently combined; here are the 10 deadly schemes:
1) KISS: Keep It Simple & Stupid
2) The world resolves around you, Grid Y
3) Stop data waste now
4) Oh my LOD !
5) Size matters: don't go too far…
6) Triangles were not created equal !
7) What happens in the GPU stays in the GPU
8) Unity is real !
9) Textures are pressure
10) DX11 is dead: long live DX12
Takeaway
Use of grid, data compression, LOD with specific data structures and specific shaders, extensive use of compute shaders, differentiating types of triangles, dissociating brick moves & frame rendering from collision & occlusions, reorganizing mesh data, releasing texture pressure, taking advantage of unique Unity features (DOTS, SRP) and DX12 (broadcast, mesh shaders).
Intended Audience
All programmers, ideally intermediate to advanced.