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Metal renderer

Open nicklockwood opened this issue 3 years ago • 0 comments

This PR demonstrates how to implement GPU-accelerated rendering using Metal. This allows the game to be rendered at full display resolution, and with much better performance.

This is a simple implementation, but there are opportunities for further optimizations, for example:

  • The map never changes, so the geometry for walls and floor could just be generated once.
  • Currently, quads are generated for every wall and floor/ceiling tile in the map, but we could use raycasting to determine the visible set of tiles each frame and only render those.

nicklockwood avatar Feb 05 '21 23:02 nicklockwood