Milk_Instancer01

Unity indirect GPU instancing & painting with occlusion culling, frustum culling, and LODs (by Milk-Drinker01)

Milk_Instancer01 reviews and mentions

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  • Frustum Culling, Stream compaction, GPU sorting ... my brain will not compute for a while 🙄
    1 project | /r/Unity3D | 18 Oct 2022
    Thanks a lot for comment. As for the questions you asked, these are quite big issues, I would not like to elaborate on all of this here because I plan to sum it up when I finish, but in short: - I have start culling implementation with this : https://github.com/Milk-Drinker01/Milk_Instancer01 - Density,Height maps are painted separately ( post some gif with it on twitter), - Map is split into cells ( currently 8x8 m) and each cell have arround 8k blades ( quite similar approach to `Procedural Grass in 'Ghost of Tsushima'` GDC talk. - I've already tested the rendering of 2 million blades and so far I don't see the quantity limit. Just remember that 2 million blades times 50 is about 100 million vertices to render. (I haven't implemented lods yet)

Stats

Basic Milk_Instancer01 repo stats
1
119
5.9
12 months ago

Milk-Drinker01/Milk_Instancer01 is an open source project licensed under MIT License which is an OSI approved license.

The primary programming language of Milk_Instancer01 is C#.

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