#instancing
Bad:
roachking and his guild
weird graphical glitches
starting areas super packed even with instancing
mounts @40 again
Fucking more elves
Desyncing animations

though prof and I made a random friend so... neat.
October 10, 2026 at 1:47 AM
The idea of instancing has set up permanent residence in my mind (I know precisely when mine would have happened), and I’ve been transmitting it to every fellow immigrant nerd I know. It’s also an incredibly transferable premise that could make for infinitely satisfying fanfiction AUs…
October 9, 2026 at 1:34 AM
Spot instancing but for AI agents?
October 8, 2026 at 10:27 PM
Pixel Real Estate by amartem: 30,000 plots, and every claimed one becomes a building in a city you fly around in the browser. The whole grid is one instanced draw, and the sky follows real time of day in Yerevan. #threejs #webgl
Pixel Real Estate: a shared 3D city where every building is someone's plot
Hi all, I built a map with 30,000 plots, and every plot that gets claimed turns into a building in a 3D city you can fly around in the browser. Kind of the Million Dollar Homepage, if it grew a skyline. A few things under the hood: three.js r128, buildings drawn with instancing so the whole grid fits in one tab bloom through EffectComposer / UnrealBloomPass the sky and lights follow the real time of day in Yerevan shader programs are warmed up in small batches before the first frame, so ...
discourse.threejs.org
October 8, 2026 at 4:15 PM
It technically can, but in the example above, I simulated someone who had never touched Unity before.
If I knew nothing about Unity, I wouldn't know to ask the AI to create prefabs, mark objects as static, create LODs, use GPU instancing etc. That needs to be prompted explicitly.
October 8, 2026 at 7:10 AM
It seems to mostly generate beveled primitives.

Not every mesh shares the same mesh filter, so instancing isn't always possible.
October 7, 2026 at 7:21 PM
Published @derschmale/tiny-helix v0.2.0: some extra support (depth bias, indirect drawing, float filtering, ...) and a bunch of bugfixes.

github.com/DerSchmale/t...
Release 0.2.0 · DerSchmale/tiny-helix
Support instancing Allow sharing TinyHelix contexts with sibling instances Optional shader-f16 support through half types (half, vec2h, vec3h, vec4h), falls back to 32 bit Indirect drawing support ...
github.com
October 6, 2026 at 10:06 AM
Twenty v twenty survives on decoupled clocks: fixed timestep for the sim, render interpolates between states. After that the budget is draw calls, not agent count, and instancing gear into one draw per mesh type is usually where the missing fps hides. Skinned or attached props?
October 5, 2026 at 7:30 PM
that is not really "lighting", its my attempt at a sonar based viewing model for when your light runs out of battery, as a way to allow a second chance of survival with much compromise.

otherwise yes, it is raycast based! its a mix of raycast phyiscs queries and multi mesh instancing.
October 5, 2026 at 5:25 AM
Also there’s some really cool back-end optimization in all the major game engines that really make shitty topology less punishing.

LOD, culling, instancing. like, iirc Unreal has a dynamic instancing system where you can have millions of tris visible, but the computer only needs to calc ~10% of em
October 3, 2026 at 8:16 PM
Keep in mind Morrowind had a view distance of like, 10 feet on original hardware. The instancing was part of how they achieved the effectively infinite view distance of Oblivion and later games.

But yeah, they should be able to do both in current year.
October 3, 2026 at 3:14 PM
Ha! I found a 16 year old attempt to do the inside of a space habitat, that I gave up on.

No instancing!

The buildings are not too bad, but it was clear it would never handle the vegetation, and render times were horrible.
October 3, 2026 at 12:04 PM
Instancing is awesome!

Bye bye polycount count limits!
October 2, 2026 at 5:15 PM
Instancing the crew is the easy half; the draws come from unique materials per character. One shared material atlas with a per-instance UV offset tends to beat unique materials long before you hit the draw call ceiling.
October 2, 2026 at 7:15 AM
Editor-only placement being slow is a fair tradeoff. For the draw calls, did instancing get you most of the way, or did you also have to cut vertex count per tree?
October 2, 2026 at 3:58 AM
20K procedural trees is where instancing decides everything. Is the wall you're hitting draw calls, or is the automatic placement pass itself the slow part?
October 2, 2026 at 2:03 AM
My first ever MMO (and ahead of the game with the concept of instancing). I was in the beta too - they mailed me a CD!
September 29, 2026 at 2:13 AM
How do you make scratching feel satisfying on PC, mobile, and controller? 🎟️

Discover how Lunch Money Games & Funday Games used Unity’s Input System, GPU instancing, and a single codebase to scale Scritchy Scratchy across platforms!

🔗 Read the full dev interview: on.unity.com/ScritchyScra...
September 28, 2026 at 4:11 PM
Every Godot dev has built this scene once. Saving one house as its own scene and instancing it four times shares the mesh, and baking the CSG into regular meshes once the blockout settles is the other big win.
September 27, 2026 at 9:25 AM
instancing? texture formats? main thread? those are just silly things getting in the way of game development! who needs THAT stuff??? 😊
September 24, 2026 at 4:55 AM
1000 units onscreen without chugging is no small feat for an incremental. was that mostly instancing/batching or cutting what's off-camera?
September 23, 2026 at 12:01 AM
Yeah, they inherited a lot of domains as part of a legislative act and it looks like someone is working their way through re-instancing them; the CRM used custom named links and so those have broken with the domain move but the content is still there. Someone is snowed under but I think just a move
September 22, 2026 at 7:00 PM
Here's the node graph in a still, making it a little easier to digest.
September 21, 2026 at 7:37 PM
鈴木式麻雀の牌メッシュを統一してTilingとOffset値をMaterialPropertyBlockで制御させることでGPU Instancingが効くようにできるアドオンないですか
September 21, 2026 at 10:20 AM