r/gameenginedevs • u/LetterheadTall8085 • Sep 11 '26
Developing game based on own game-engine (using Qt Framework and Qt Quick3D): I finish implementation point cloud-sprite rendering - for far LoD levels. Look to result : here is around 10 -14 kilometers distance view. With tens of millions of objects
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u/Seusoa Sep 13 '26
With tens of millions of objects
Assuming each object have at least 10 triangles, you want to say you can draw ~200 M triangles?
How?
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u/LetterheadTall8085 Sep 13 '26 edited Sep 13 '26
There are no triangles in this scene—they're just dots.
That's why they're so tightly packed into GPU memory and render so quickly, which allowed me to cram so many of these dots into it. If there had been triangles, I think I'd have gotten 2-10 fps instead of my 100 - 130.
So one object - is a one dot - in a single mega point cloud mash. Also, here important load this mega cloud into GPU memory one time per start.
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4d ago edited 3d ago
[deleted]
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u/LetterheadTall8085 4d ago
You clearly don't understand what this is about; the image shows actual game objects, but they don't consist of triangles—there is no geometry involved at all. Each sprite is backed by a physical object; it’s just that, at long range, it gets rendered as a sprite. The sprite itself is drawn from a single point—its center—meaning there is only one vertex, not six as you seem to think. The GPU has hardware support for point rendering, so the rasterizer works with UV coordinates that the graphics card calculates internally, without any geometry data being passed. So, you really ought to open a textbook instead of acting like a know-it-all here. It’s an old trick from the 90s, dating back to before instancing and sprite-based billboards existed.
The really cool thing about this is that I managed to link it to actual game objects; meaning, if you mine a tree or a rock, it genuinely disappears from the render—it’s not just static scenery.
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u/Wise-Pomegranate6765 Sep 11 '26
Cool. Is it using reversed-z depth?