Explaining my game engine in 2023 - Part3: Tile-based light culling, compute shaders, RenderDoc

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  • Опубликовано: 31 окт 2024

Комментарии • 3

  • @psychechip
    @psychechip 8 месяцев назад +2

    Hey, thank you for your videos. Your explanations are really easy to understand. I'm almost finishing my own Forward+ renderer thanks to you.

  • @SeanLumly
    @SeanLumly 8 месяцев назад

    Here's an idea: tie the light to the surface proper, and avoid the need to process per frame.