Now I have successfully implemented lua into the system, so basically right now I’m enriching it with loads of different functions and variables…
Quick Post!
Now I have successfully implemented lua into the system, so basically right now I’m enriching it with loads of different functions and variables…
Quick Post!
Now physics (a simple form) has been implemented in Cuboid Engine, right now I’m working on optimizations and some heap problems, which is quite annoying. I’m using a framework from NVIDIA, which allows me to perform loads of things, like: Force Fields, Cloth, etc…
Soon from here I’m going to post some videos as soon as my early exams are over, around the 13th of April.
In Cuboid Engine Frustum Culling has been implemented for instancing, this has definitely boosted the fps! To make it efficient i don’t check each instance, instead I just check chunks that has been calculated.
I have now redone my instancing system to use quad trees for calculating the visible area, my next step is probably to implement frustum culling. This re-invented instancing system allows me to implement some cool stuff, like a small forest because of it’s speed. Please be aware that I’m not an artist 🙂
In this scene there is: (62650 Instances)