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Description
I recently rewrote the rendering backend of my game engine and I need to find ways to maximize GPU workload since I'm going to need as many CPU threads as possible working on particle simulation. Currently, I have all spare threads generating SDFs with fidget for world generation and it is unfortunately far too slow for what I'm aiming for.
I either need something that can run on async compute shaders or a different method for world generation. I know far more about GPU optimization than CPU optimization, and have wanted to write something similar to this for a while so I might give it a shot sometime in the next few weeks. Before getting into it I wanted to check whether you would want to add it to the crate or what your thoughts are on this.