Jelly in the Sky๋ผ๋Š” ๊ฒœ์ธ๋ฐ


์ด๊ฑฐ ์™„์ „ ๋ฏธ์นœ ๊ฒŒ์ž„์ž„


๊ฒŒ์ž„ ์† ๋ชจ๋“  ๋งต์„ ์ž…์ž ๋‹จ์œ„๋กœ ๋งŒ๋“ค๊ณ , ์—ฌ๊ธฐ์— ๋ฌผ๋ฆฌ์—”์ง„์„ ์ ์šฉํ•จ


๊ทผ๋ฐ ๊ทธ ๋ชจ๋“  ์ž‘์—…์ด GPU์—์„œ ๋Œ์•„๊ฐ!!!!!!


compute shader๋ฅผ ์จ์„œ GPGPU๋กœ์จ gpu์—์„œ ์—ฐ์‚ฐ์„ ๋Œ๋ฆฌ๋Š” ์‹ ใ…‡ใ…‡


์™„์ „ ๋ฏธ์น˜๊ด‘์ด ์•„๋‹˜?ใ…‹ใ…‹ใ…‹ใ…‹



์ด ๊ฒŒ์ž„ ๊ฐœ๋ฐœ์ž๊ฐ€ ์œ ๋‹ˆํ‹ฐ ํฌ๋Ÿผ์— ์˜ฌ๋ฆฐ๊ธ€


https://discussions.unity.com/t/finished-my-compute-shader-based-game/685497


Finished my compute shader based game

So, I finally released a game that works completely on GPU. It used to hang in early access for a few months, now I fixed all bugs, finished the campaign and made a normal release. The game uses a huge compute shader (6K lines of HLSL code), that handles a particle based physics engine, and everything in the game is made of those interacting particles. Thereโ€™s a few videos and gifs that show how it works. https://gfycat.com/validsolidcanine https://gfycat.com/hospitablesimplebara...

discussions.unity.com



๊ทธ๋‚˜์ €๋‚˜ ์‹ ๊ธฐํ•œ๋ฐ ๋ฐ˜ํ•ด ๊ฒŒ์ž„์˜ ํ‰๊ฐ€๋Š” ๊ทธ๋‹ฅ์ธ๋“ฏ


๊ทธ๋ž˜๋„ ๊ฝค ํŒ”๋ฆฐ๋“ฏ ใ…‹ใ…‹ ๋‚˜๋„ ์‚ฌ๋ณผ๊นŒ...