We have ported our Automatic Adaptive Mesh Refinement System to background threads. Scene navigation on main thread now suffer no lag at all. Try it out: https://www.otakhi.com/โฆ
4ย years ago
We have ported our Automatic Adaptive Mesh Refinement System to background threads. Scene navigation on main thread now suffer no lag at all. Try it out: https://www.otakhi.com/โฆ
4ย years ago
Unity's system is non-optimal and Unreal's HLOD is not realtime.
4ย years, 1ย month ago
Palm Trees in Hurricane.Web Project: https://www.otakhi.com/petridish?load=16908
4ย years, 5ย months ago
4ย years, 8ย months ago
IMHO, this is very much about technology. The existing development pipeline requires developers to build things from bottom up. This creates a deep dependency from top down andโฆ
4ย years, 8ย months ago
4ย years, 8ย months ago
We have ported our Automatic Adaptive Mesh Refinement System to background threads. Scene navigation on main thread now suffer no โฆ
4ย years ago
Unity's system is non-optimal and Unreal's HLOD is not realtime.
4ย years, 1ย month ago
Palm Trees in Hurricane.Web Project: https://www.otakhi.com/petridish?load=16908
4ย years, 5ย months ago
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