I wasn’t about to rewrite my homespun engine to get Marching Cubes to run any faster, and the pathetic 20fps I was getting with 28x28x28 cubes would have to be it until I had some serious time to optimize it. This version above (DX9) was a pure CPU version of the algorithm that sluggishly updated the vertex buffer values every frame. I was toying around with it a couple of weeks ago during some downtime at the office. Getting Marching Cubes running at all would be the first step. Since our game would be using a similar platform, I thought I would see what was possible with this new technology. Last week I overheard a conversation in the office about Unity 4’s support for Compute Shaders in DX11.
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