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Rust Game Dev Log #6: Custom Vertex Shading using ExtendedMaterial
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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 …
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