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This is really impressive but it doesn't seem like there is much optimization for anything. Regardless of if I look away from everything or if the water and softbodies aren't doing anything the framerate always stays the same like its rendering and calculating physics for everything no matter whats going on.

Thanks for the feedback. Yeah, there is still a lot of optimization work that can be done. For the physics, one thing I've started experimenting with is lowering the simulation resolution behind the player, but it is a bit tricky and can cause artifacts. For the lighting, I could probably do some optimization for static objects but other than that, all shadows, reflections, and refractions are dynamic and it doesn't average things over multiple frames. For geometry/rasterization, I have a pretty good LOD system set up with mesh shaders (it can render more than just cubes) but that requires a Turing or better GPU. I haven't released the mesh shaders version yet. Also, I plan to take advantage of asynchronous compute eventually, to simulate the lighting while rasterizing.