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Tinker Tuesday for March 31, 2026

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

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I've made decent progress on dynamic background generation, but it also exposed an issue - when I got up to 9 background textures, the performance dropped significantly. The bottleneck was a single line of code that copied the texture from the shader program to the material of the background node. GPU-CPU copies are a big hit on performance generally, but it wasn't clear to me what alternatives there are, even the "boid" project my game is based on handled it's data updates this way, so I figured that's the way to go. Well, it turns out there's a special Texture2DRD type, that lets you directly hook up a node to a texture sitting on the GPU, which means there's no need for the CPU-based updates. Even the simulation code was affected, so this might even let me squeeze out a bit more performance out of it.

OTOH, this means memory management will be a bit trickier. Keeping the background sprites connected to these textures will mean they're still sitting on the GPU memory, so I'll have to add their removal and/or freeing of GPU resources to the code.

How have you been doing @Southkraut?

Was down with a flu. Started some more refactoring. Nothing interesting sadly.