In this opportunity, I want to do the same I did in my previous post but with spheres instead of boxes.
Continue reading “Instancing vs Geometry Shader vs Vertex Shader – Round 2”
🎮 Welcome to my portfolio. I'm Nicolás Bertoa, a Senior R&D Prototyping Engineer specialized in Unreal Engine, C++, and real-time technologies, with 15+ years of R&D experience working on projects for DreamWorks Animation and Sony Interactive Entertainment. Here I share prototypes, POCs, technical experiments, and engineering explorations — along with what I learned while building them. Check out my Demo Reels or explore my latest work below 👇
In this opportunity, I want to do the same I did in my previous post but with spheres instead of boxes.
Continue reading “Instancing vs Geometry Shader vs Vertex Shader – Round 2”
In this opportunity, I want to compare 3 techniques to draw the same geometry in different locations:
Continue reading “Instancing vs Geometry Shader vs Vertex Shader – Round 1”