Did you know that there is an escape hatch to pass managed data to a scheduled job in Unity?
You're on your own if you do this, because the job debugger will not be able to warn you about data races. But sometimes an escape hatch is just what you need :)
last bit of iteration on the selection box. I added a subtle zdepth outline (it reads better in fullscreen than in the video🙈)
Also featuring explored/unexplored terrain
#rts#indiedev
The cook model is shaping up too: upstream nodes don't depend on downstream ones. Change the cutting plane -> no need to recompute the random-color stage. Change the color algorithm -> no need to re-import the Unity mesh.
Today I finally wrapped up a big, important piece: async processing of mesh nodes. Still some FPS drops, but the node graphs no longer block the main thread nearly as hard. #Unity#gamedev
The part I'm most happy about: the graph is now async. At the node level you can push execution into a Task or a Burst Job. Re-saving the graph also reflects generation changes at runtime. Not fully done, but taking shape.
@shiri_shh M1 Max definitely changed the laptop just a few years ago. Full day battery life and heavy CPU/GPU work could be done running on battery. No throttling.
M5 Max is more powerful than RTX Spark. Double the memory bandwidth. 128GB UMA too. Slightly faster CPU and GPU.
The last day of spring, we have rain all day, I really like this weather. So here are some brain exercises with Unreal Engine for you, rainbow noise #gamedev#UnrealEngine#UE5
Async graph execution for my mesh generator pet project: heavy mesh processing goes to a separate thread / Burst job, main thread stays unblocked. In the video the cube spins in real time while mesh cuts (100-150k tris) pop out with delays as the graph runs.