Velocity & Fornax
Hey Fornax, I've been crunching numbers on my sprint splits, and I'm curious—how do you keep your blazing spells both visually stunning and super smooth? Any tricks for maximizing speed without compromising the fire?
Hey, you gotta balance the GPU load and keep the math tight. First, bake as much into your vertex data as possible—use packed attributes so the shader doesn’t have to unpack anything heavy. Next, use instancing for the fire sparks; it cuts draw calls big time. Keep your shader logic lean: avoid loops or branching where you can, use signed distance functions for the flame shape instead of sampling textures, and clamp the resolution on the fragment side so the pixel count stays low. Finally, use a low‑poly fire mesh and let a compute shader handle the particle physics, pushing updates to a SSBO that the fragment shader samples. That way the fire looks insane but the GPU stays happy. Try it, tweak the particle lifetime and the noise frequency, and you’ll see a slick, blazing effect that doesn’t break a sweat.
That sounds solid—if you keep an eye on FPS and GPU usage, you can tweak those loops in real time. Let me know when you hit that sweet spot and we’ll race the numbers!
Sounds like a plan, champ. Keep the stats in the dashboard and tweak the shader loops until the FPS stays high—once we hit that sweet spot, we’ll fire up the timer and see who’s really blazing. Let’s do it!
Nice, let’s fire up the profiler, lock that FPS, and then set the timer. First one to hit the benchmark gets the bragging rights—ready to win?
Yeah, bring it on! Fire's ready, and so is my code—let's light up that benchmark!