3 ms·
We somewhat have this with object picking. You can render objects with unique IDs to a framebuffer, so it's all in parallel. Then you just query the buffer at y
by battesonb 3y ago
We somewhat have this with object picking. You can render objects with unique IDs to a framebuffer, so it's all in parallel. Then you just query the buffer at your mouse coordinates.
Of course you lose some properties of the object and it's on a one frame delay. There's the added complexity of collision response, working in 3-dimensions, etc. But, to the point of just "eyeballing" collision, we can actually parallelize it!
- charcircuit 3y ago>and it's on a one frame delay Reading a texture from the GPU can take more than one frame.