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Midnight Coder
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Midnight Coder skip to main | skip to sidebar Midnight Coder Saturday, January 09, 2021 Stake Characters Share 張貼者: fallingCAT 於 5:52 AM 0 意見 Email This BlogThis! Share to Twitter Share to Facebook Share to Pinterest Wednesday, July 11, 2018 Development Updates Share 因為已經很久沒有新文章,今天就來更新一下開發進度吧。 六月將Switch繪圖底層移植的工作完成後,終於有時間回到自己的專案來工作。之前雖然已經在Unity上將 voxel系統做了一些嘗試,但一直都沒有時間將程式碼做一個整理以及最佳化,所以就趁著還沒辦法開始production的這段時間先來做一些前製的工作,將該準備好的技術都先整理完成。同時因為還是會用voxel的模型來製作遊戲,所以美術的製程跟一般傳統遊戲會有些不同,因此也需要將技術部分確定後建立起之後的美術製程。 之前其實我用了兩種方法在Unity上實作voxel系統,一種是用內建的particle system,但由voxel system控制每一個分子的移動以及位移,因為底層是Unity自家最佳化過的,所以效能較好,但是缺點就是彈性較小。另一種方法則是使用material instancing,這種做法就跟我之前引擎是類似的,優點就是彈性更大,但是在之前實作中效能跟particle system還是有點差距。所以這次的任務就是優化material instancing based voxel system,同時還要設計一個新的檔案格式符合新的voxel system的新功能。 分析了一下material instancing based voxel system,發現瓶頸是在每個update中的4x4矩陣相乘,不過這部分其實很單純,就是呼叫以下function static void InstanceTransformUpdate(ref Matrix4x4 o, ref Mat...
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