RenderPipeline
Real
time

Outracks guys pulled out a new version of UNO and Realtime Studio a couple days ago. The milestone is called Electron Volt. It contained a lot of improvements and additions. Batching framework and this thing called ‘virtual apply’ are my top most faves. Batching is for piling a lot of geometry in same buffer so that one can reduce the draw calls to minimum. This is exactly what I’ve done so far for performance reasons. Now it’s made easy. So easy that all I can do is drool.

This other feature called ‘virtual apply’ makes it easy (and frankly possible) to create complex rendering systems. This demo shows some of the features I’ve coded in my rendering pipeline. I won’t go into details until beta is over but what you see in demo is a scene that contains one large vertex buffer and I can control it through my RenderPipeline class. I can control EVERYTHING seen on the screen from post process to actual vertex and fragment shaders inside same class. Everything I do turns into sliders that I can adjust in realtime view. It is simply mad good.

Demo contains four different combinations of effects and sets of variables. Click the screen and press 1, 2, 3 or 4.

p.s. oh and as you can see I have a new blur code that is faster and reduce the flickering to minimum. You can read more about that here. If you’re at Outracks beta and want to know how, I’m more the happy to share that code.