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(2 edits)

This is a screenshot (stanford voxel bunny) of raymarching code (see previous post) running in software for debugging purposes at 256x224 resolution, no multithreading, and yet I'm getting 30+ frame per second and it looks good.

You may ask, "Why?"  Debugging compute shader code is much easier when run on CPU (no multithreading) compiled from C++ code.

I'm now porting the code back to compute shader code in my Voxel raymarching engine.

P.S.  I ported the C++ raymaching code to shader code and it works on GPU.  Both versions have issues I've discovered and I'm working on fixing them.