April 22, 2024, 4:08 a.m. | Michael Mironidis

DEV Community dev.to




The most important optimization yet


While the previous blog post's asynchronous grass generation code was a big step in the right direction, the biggest optimization yet has come: Custom vertex shading!





The problem


CPUs are fast, general-purpose processors for handling computations. GPUs are specially designed for parallel workloads (such as computing visuals for your high-res screen).


From a hardware and game loop perspective, the CPU computes the game logic every frame while the GPU renders the results. Bevy calls these …

asynchronous big blog code cpus dev game gamedev general gpus optimization processors rust vertex workloads

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