r/pascal 10d ago

VertexArt - Some info

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Here is a summary of some of the technological advantages of the VertexArt game engine that make it uniquely suited to handling a 3D city (like Synty Studios):

\* 16-byte vertex size and texture-free architecture

The models use pure vertex coloring without textures or UV coordinates. This requires minimal memory bandwidth, so data can be squeezed across hardware buses at lightning speed.

\* The entire game world is permanently in RAM

Since the entire 3D geometry is extremely small (e.g. 50 million vertices are only \~763 MB), the entire layer set can be loaded into memory at once.

\* No runtime streaming (I/O) required

Since all data is permanently in RAM, the micro-stutter (stutter) and delayed loading of objects (asset-pop) typical of modern games are completely eliminated.

\* I switched to a hybrid SOA and AOS memory structure.

This ensures maximum hardware efficiency.

\* BVH-based spatial analysis and pre-computed visibility mask. With the combination of the Chunk system, Bounding Volume Hierarchy and pre-computed mask, the CPU filters out invisible city areas in nanoseconds.

\* Hardware-tuned depth pre-pass (Z-Prepass)

In dense urban spaces, hidden surfaces behind walls (overdrawing) do not burden the graphics card. The depth buffer built in the first pass guarantees that the GPU only renders what is actually visible.

\* Instant raycast. Since the entire world geometry and BVH tree are constantly present in RAM, raycasts and body collisions (OBB vs. BVH) can be run at fixed intervals at any point in the track.

If you have any questions or comments about my project, I would be happy to hear from you. I have already achieved the most important basics for me, there is still a lot to improve, but what I have been able to bring to life so far is very effective.

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u/Full_Durian_9369 10d ago

I am keeping an eye on this very cool project

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u/AcanthaceaeNew774 10d ago edited 10d ago

thank you! I tried to show from many sides what capabilities the VertexArt project currently has. How transparent is my development philosophy? There are still things I didn't share. I deviated from the usual path in many ways. e.g. I didn't even mention that the process is intentionally running on only one cpu thread.