▲ 149 r/rust_gamedev+2 crossposts

6 million points on screen. Zero triangles. And now, zero gaps.

Another update on the engine that doesn't use triangles.

For those who've been following this: remember the gaps between the points and the animation that felt stiff? Last post was barely a day ago, but I put in hours on this and look how it changed.

Now the models barely have any gaps from any angle, the animation moves solid and smooth, the textures load clean, and all of this in 4K… without dropping below 155 FPS.

It's still millions of little points generated on the GPU, zero triangles. But compare it to the video from a couple days ago and you can see where this is heading.

There's always more to do. But every version looks more alive. 👇

u/edmay97 — 10 days ago
▲ 31 r/rust_gamedev+2 crossposts

Update on my surfel thesis — now with animation 🎮

No triangles, no rasterizer — every creature is a cloud of surface points splatted in compute. Thousands of them on screen, and each one animates independently (some idle, some fast, some in slow-motion). Still real-time on a laptop 4060.
Cut the memory footprint in half since last post and got skeletal animation working — the part that historically killed point-cloud rendering.
Plenty of rough edges left, but it's getting there 🙂

https://reddit.com/link/1ud75qv/video/bg1tfte8ny8h1/player

reddit.com
u/edmay97 — 13 days ago
▲ 115 r/gameenginedevs+1 crossposts

80 million entities—an infinite world! My thesis running at 90 fps!

80 million entities at ~90 fps on a single GPU a basically infinite world 🌍

No triangles: each model becomes a cloud of tiny surface points painted straight to the screen, so the cost scales with pixels on screen, not how many objects exist.

Wide shots = the scale. Close-ups = it still holds its texture up close.

It's my thesis — still a test, a few visual quality bugs left to squash

https://preview.redd.it/1irxdiccpn8h1.png?width=2548&format=png&auto=webp&s=c9b921e9e67180739a83086e0584a29b60fdca17

https://preview.redd.it/zeydon9epn8h1.png?width=2557&format=png&auto=webp&s=30e2b435c626705e858991e6900d11fe17876934

https://preview.redd.it/rni21rujpn8h1.png?width=2557&format=png&auto=webp&s=d70478afec9d07a26c56062952d611ad5e6a0dfc

reddit.com
u/edmay97 — 15 days ago
▲ 42 r/gameenginedevs+1 crossposts

My game engine, render optimization.

I’m working on the rendering system for my game engine! This voxel-style map is rendered entirely by my system, which applies various technologies and optimization methods. While the map system itself only generates the map data without optimizing it, the rendering system handles optimization for any mesh- or polygon-based object—whether they are standard objects, primitives, or procedurally generated.

u/edmay97 — 21 days ago