[Community Project] WIP Weather & Water Shader

[quote=“CrashA51, post:2259, topic:11623”]

Whenever someone asks me when to use BP and when to USE C++, I show them , a fantastic system, all in BPs, running at 120 FPS, on my mid range rig:

Apart from performance, the reason I’m doing is because it’s so much easier to add or change stuff in bp than in code. I can do complete restructuring of a deeply embedded struct array in 1/10th the time and 1/10th the manual labor.

Also I’ve been able to visually identify redundant code in loops that execute 5600x4 loops per calculation by x10 iterations by x100 steps. Redundant code I didn’t easily see in c++.

Every reduntant call I remove, removes 22,400,000 calls per simulation.

I’ve already identified about 30 calls that can be simplified or removed. So about 672 million calls less.

I would have hell of a time doing that in c++

P.s. I guess the elitists don’t want a one of a kind weather simulator to go with that beautiful …