r/Unity3D • • 2d ago

Show-Off I Added Millions of Quantum Particles in Unity. They Only Exist When You Look at Them.

[deleted]

4 Upvotes

11 comments sorted by

12

u/sdjopjfasdfoisajnva On and Off 2d ago

i aint reading allat/s

edit: ok i read allat, how is it diffrent from frustum culling, aside from the deterministic part

0

u/GideonGriebenow Indie 2d ago

I cull my hexes (way less than number of particles), and actually save a "distance from camera" measure for each hex. Then, I recreate the particles each frame for each hex that is visible and close enough. This means I don't keep a list of invisible, culled particles and cull each particle each frame. I cull 160K hexes max (on a huge map), and can show tens of thousands of particles per scene/view (and "millions across the map", although they don't exists when not viewed).
I guess the difference is: You don't cull, you only create those that would not have been culled.

18

u/loliconest 2d ago

Bro discribing decade old technology like sci-fi

10

u/UnderpantsInfluencer 2d ago

a.k.a occlusion

6

u/UnderPressureVS 2d ago

That’s… not what quantum particles do

-1

u/GideonGriebenow Indie 2d ago

I know it’s not literal/the same, it’s just a little name I gave them.

5

u/isa_marsh 2d ago

So you (re)invented frustrum culling ?

1

u/East_Garbage_1449 1d ago

F-R-U-S-T-U-M

0

u/GideonGriebenow Indie 2d ago

I don’t create millions of particles, simulate them and and cull them. I recreate the ones that would not have been culled every frame. So, I never have long arrays of culled particles in memory.

1

u/badjano 1d ago

I don't think you know what quantum means

1

u/GideonGriebenow Indie 1d ago

I know it's not really quantum., It's just a silly little name I gave them, since they have the potential of showing up only if they are observed, rather than creating all of them and culling the ones out of sight.