söndag 1 maj 2016

Compute shader basics and how using a compute shader could move our project forward

The advantage of now having a computer shader to work with is that we don’t have to worry about working out a way of identifying vertices. The indices of the vertices are are built in, hence every vertex can be identified. Another important advantage with the compute shader is that we can send more advanced datatypes inbetween the CPU and GPU, we could basically just send an array containing the data needed on the GPU (e.g. not having to encode hand data in textures). This concludes in that we hopefully could perfom the physics calculations and control the behaviour of the particles relatively smoothly.  Most of the work from here on has included learning the syntax of Unity’s computer shader. The debugging is kind of hard and time-consuming since the error-messages from the shader are not very specific or extensive. This forced us to come up with multiple creative ways of debugging.

We will use our newly gained sort of shallow knowledge on compute shaders to attempt creating a particle system as well as moving the particles on Monstro. Hopefully we will get all of these as well as multitouch working within a reasonable time.

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