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  • Welcome to GameEngineDevs

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  • helmer instancing demo / stress test helmer instancing demo / stress test
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    Jackie after she used Sentry to solve issues in her Godot game, “WHOA OK ALRIGHT” 😆
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    C++ Hobby Game Engine Showcase (2 years of development) C++ Hobby Game Engine Showcase (2 years of development)
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    want someone to confirm if I understand this correctly or not. Let’s say I have a 3D model of a car in a game, and it gets sent to the GPU. The first stage it goes through is the vertex shader. This shader takes all the points (vertices) that make up the car’s shape and calculates where each one should appear on the screen. So, for example, if the car is made of 5000 points, the vertex shader processes each point individually and figures out its position on the screen. It does this very fast because each point can be processed by a different core in the GPU meaning if there are 5000 points, 5000 cores could be working at the same time, each handling one point. Then comes the rasterization stage. The vertex shader has already determined where the points should be on the screen, but it doesn’t know how many pixels are between those points. Rasterization’s job is to figure that out to determine which pixels are between the vertices. After that, the pixel (fragment) shader takes over and colors each pixel produced by the rasterizer. Finally, the image of the car gets displayed on the screen. And this whole process happens every time, for example, when the car moves slightly to the right or left all of this repeats every frame?



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