The first test of 3d clouds in Pure
I tried a first implementation of "3D" clouds in Pure. I made the code from the ground and found and solved much problems of LUA.
So actually you see unoptimized rendering. Everything is calculated every frame.
There is no advanced clouds lighting code. This will cause more impact, but with the known optimization from Sol, the frame time of this clouds processing can be lowered drastically.
My goal of this first implementation was a very stable code and very little garbage collection (data created while a frame). Compared to Sol, Pure has way lower data created in a frame. Therefore the LUA code runs much faster.
In Sol those amounts of clouds without any optimization would cause a huge impact on the CPU. Long story short, its on a very good way.
But actual clouds and their processing will take me the most amount of time. So it will take its time to release a version for the first test with clouds.
Track used:
https://www.racedepartment.com/downloads/union-island.45276/
Comments (8)
Pure gave me amazing FPS gains! gonna loose much with clouds on?
In the last 2 weeks, I converted the whole code of pure to work as fast as possible. Pure 0.25 is 2 times faster than 0.24. Sure clouds will have an impact on fps, but with Pure it's much less then with Sol. Pures code is realy realy good now...
banks of fog on Nords would be pretty
Oh oh, now that is pretty impressive
This looks really good and it is shaping up really well! Godspeed my friend!
Are there any plans to have volumetric clouds somewhere down the line?
No. But if we found a possibility, it will be integrated. But its not on the line...
Looks cool. Any plans on an ETA or still too early to tell?
