Metal renderer #4

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opened 2025-10-14 18:01:57 -06:00 by navan · 0 comments
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Originally created by @nicklockwood on 2/5/2021

This PR demonstrates how to implement GPU-accelerated rendering using Metal. This allows the game to be rendered at full display resolution, and with much better performance.

This is a simple implementation, but there are opportunities for further optimizations, for example:

  • The map never changes, so the geometry for walls and floor could just be generated once.
  • Currently, quads are generated for every wall and floor/ceiling tile in the map, but we could use raycasting to determine the visible set of tiles each frame and only render those.
*Originally created by @nicklockwood on 2/5/2021* This PR demonstrates how to implement GPU-accelerated rendering using Metal. This allows the game to be rendered at full display resolution, and with much better performance. This is a simple implementation, but there are opportunities for further optimizations, for example: * The map never changes, so the geometry for walls and floor could just be generated once. * Currently, quads are generated for every wall and floor/ceiling tile in the map, but we could use raycasting to determine the visible set of tiles each frame and only render those.
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Reference: github/RetroRampage#4
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