Long history in game-dev as programmer / creative. Creator of James Pond series (16 bit), MediEvil (PS1), Primal (PS2), etc. Independent since 2011. Working on something much too ambitious, but hopefully very cool 😃
@TomF@runevision@aras And then there’s the fact that if your code is compiled with Burst it can likely run as a job and be trivially made to run multi-threaded. And next thing you know you’re orders of magnitude faster than the plain C# you started with 🙂
@runevision Did you ever consider Surface Nets? In my game I found neither MC nor DC provided clean enough geometry for my purpose (collision meshes). SN meshes we’re the cleanest by far.
@jetstream that’s not entirely true. Shaders by @iq often link to full articles, same with ‘xor’, others too. Look at anything by Shane and there are tons of comments… Sure, many shaders are just people coding for fun, but there are others looking to educate and share knowledge to a pretty remarkable degree.