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UIPainter: Tile-Based Rendering in One Draw Call - Wessel Mast, Tools Programmer, Guerrilla
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- Recommended by 2 people: 2 in engineering communities.
- Presented by Wessel Mast, Tools Programmer at Guerrilla
Advanced. Deep dive for people who know the field.
4.8K views2 years ago2 recommendations
Graphics and audioGame developmentRenderingGPUs, shaders and CUDAUnity, Unreal and Godot
Wessel Mast explains how Guerrilla's Decima engine uses tile-based rendering and signed distance fields to draw complex editor UI in a single draw call.
Every game editor needs a user interface. It is how we allow developers to create content for the game in a visual way. A good UI renderer has clear-cut constraints, like drawing nicely anti-aliased primitives, yet programmers have vastly different approaches to rendering game editor UI. In this session, Wessel Mast, Tools Programmer at Guerrilla, will tell you about how Guerrilla’s editor ‘Decima’ renders UI: how it uses a tile-based renderer, commonly used in light culling, SSAO, depth of field and more, for drawing complex UI in an efficient manner and how it manages to draw thousands of primitives like rectangles, lines and curves in one draw call using signed distance fields. - DevGAMM is the go-to B2B conference for game industry professionals. With a 15-year legacy, the event delivers top-quality content, tailored activities for publishers and developers, opportunities for hiring and effective networking. The current event locations are Lisbon (Portugal), Gdańsk (Poland), and Vilnius (Lithuania). Learn more about DevGAMM – devgamm.com/ Subscribe to our newsletter – eepurl.com/dpj3Sz Become a speaker – bit.ly/3isHdJP Join our community: Facebook – facebook.com/devgamm/ Twitter – twitter.com/devgamm/ LinkedIn – linkedin.com/company/devgamm/ Discord – discord.com/invite/DjmkReyr7w Contact us via email – contact@devgamm.comWhy it's here
2 people recommend thisWhat people say. Recommended as an interesting presentation on implementing tiled signed distance field UI renderers.
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