Got everything working for now.
Now trying to figure out the most elegant way to tie upates to the render thread.
Moving forward i will look into LODs, RDG graph, Async compute, might implement dual marching cube as well.
Single draw call and updated every frame, still no async compute, WIP as there’s a bug i need to figure out still:
I am working toward Compute Shader direct/indirect drawing, meaning computed data on the GPU memory is directly used for rendering without having to copy back data to the RAM for any CPU management.
Made a short demo to showcase the marching cube i just implemented.
Really fun to be able to generated meshes using distance fields!
**Original video** : https://www.youtube.com/watch?v=Gfwanj8BKhQ