yes the first. objective tracking, hp/damage calcs, unit pathing, targeting and movement is all done with glsl shaders on the gpu. since a gpu has thousands of cores it can move and update all 3 million units in parallel in a single frame. So the main limiting factor is something called register pressure.
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this is really cool sandbox
Thank you, I'm currently trying to make it a real game :D
Thats an impressive number of units :o
thanks :D
What was the trick to getting so many guys? did you use like compute shaders or ECS or something?
yes the first. objective tracking, hp/damage calcs, unit pathing, targeting and movement is all done with glsl shaders on the gpu. since a gpu has thousands of cores it can move and update all 3 million units in parallel in a single frame. So the main limiting factor is something called register pressure.