As an experiment I wondered if I could implement a simple cellular automata. Something like game of life ( Conway's Game of Life - Wikipedia ) as a starting point. To do this on the GPU, I need to be able to read a texture and write to a render target, then resolve the render target back to a texture for the next iteration. At first blush, CanvasRenderTarget2D would appear to do what I want - using the Update delegate to call the HUD DrawMaterial to fill the render target. The same resource - treated as a texture - would also be bound to the input. I have had no luck getting this to work, which makes me think the whole approach is probably wrong. So:
is it possible to use a render target as both a texture and a render target within the same draw?
If not, how would you do this in unreal?
Thanks for any help!