Roche Fusion Technical Recollection 3

In this third instalment of Twitter-powered reminiscence we will continue discussing more and more of the different systems I developed for Roche Fusion in the last few months of the game’s development.

We will focus mostly on their technical and graphical aspects, since that is my area of expertise, and the purpose of this series of posts.

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Roche Fusion Technical Recollection 2

Today we will continue our exploration of Roche Fusion’s development process that we started last week.

We will do so from a technical point of view, exploring some of the various systems I developed for the game. With my role as team-lead and graphics programmer, this mostly means that we will mostly be looking at graphical effects.

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Roche Fusion Technical Recollection

A few days ago I was idly scrolling through my twitter history reminiscing about the last few years of my activities as game developer. For about two years a major part of that – and my life in general – has been Roche Fusion, the game project I started together with Tom Rijnbeek in September 2013, and which we finally finished – with a team of 7 – in January 2015.

For today’s post I thought I step through the major points of Roche Fusion’s early development from a technical standpoint, and give some insight in our development process.

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CPU vs GPU particles – from 20 to 200 FPS

Last week I showed how we can leverage the power of the GPU to render huge numbers of particles with great performance.

I stated that by using the GPU to simulate our particles we can get much better performance than if we were using the CPU only. However – and while you may believe me – I provided no evidence that this is in fact the case.

That is something I want to rectify today.

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Parametric GPU accelerated particles

Last week I wrote about how we can use parametric equations in particle systems.

Doing so allowed us to eliminate mutability from our particles. In that post I already hinted that this property allows us to easily move our particles to be simulated on the GPU.

That is what we will do today!

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Parametric Particles

Computer graphics has always been a major area of interest – and I would like to say expertise – for me.

Within graphics, particles and particle systems have played a big role since the days of the first video games.

It is not uncommon for games these days to often have thousands, if not tens or hundreds of thousands of particles on the screen at the same time. In fact, games without particles are a rare exception.

There are many topics that can be discussed when talking about particles, and I am sure I will cover many of them in the future.

Today I want to introduce the concept of parametric particles.

This is no grand effect, or even overly difficult, but it is a technique that every graphics programmer should be aware of. Even when not using it directly, I have found it useful when thinking about particle simulation.

Further, it provides a stepping stone for simple particle simulation on the GPU, which is a topic I want to cover in the near future.

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