| Portfolio | https://jamesjarman.dev |
| Project Hex | https://blog.jamesjarman.dev/hex |
| Devblog | https://blog.jamesjarman.dev |
| https://www.linkedin.com/in/jamesjarmandev/ |
| Portfolio | https://jamesjarman.dev |
| Project Hex | https://blog.jamesjarman.dev/hex |
| Devblog | https://blog.jamesjarman.dev |
| https://www.linkedin.com/in/jamesjarmandev/ |
Announcing the first ever AI and Games Conference 2024.
Bringing together the leading experts in AI for the video games industry.
- November 8th 2024, hosted at Goldsmiths, University of London
- Two tracks of talks on AI for gameplay, and production.
- First wave of talks announced from Sony AI, EA, Hawkswell, Oxide Games and more.
Early bird tickets on sale now at:
http://aiandgamesconference.com
Find out more on the AI and Games Substack:
https://www.aiandgames.com/p/introducing-the-ai-and-games-conference
Custom Profile Pictures — Last few slots!
🌟 A unique profile picture for £30
🌟 Supplied as a 1000x1000px PNG
🌟 Vector version add-on available
🌟 FREE additional Pride background if requested
🌟 4-5 days delivery
Joining the battle.
#ScreenshotSaturday #Gamedev #IndieDev #IndieGameDev #IndieGame #Unity3D #MadeWithUnity
There we go. 300 hex chunks. 250,000 trees. 1000 draw calls. 100 FPS. All the trees vary in size and shade, and sway in the wind based on position. I love GPU instancing!
The draw calls are higher than you'd expect because each chunk handles its own instancing, but this is acceptable as I'm never going to load anywhere near this many chunks at once.