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thenumb.at
| | www.calebleak.com
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| | Comparing four quad-based techniques for rendering cube voxels: display lists, VAOs, and geometry shaders, with performance benchmarks.
| | 0fps.net
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| | Large voxel terrains may contain millions of polygons. Rendering such terrains at a uniform scale is both inefficient and can lead to aliasing of distant objects. As a result, many game engines choose to implement some form of level of detail based rendering, so that distant terrain is rendered with less geometry. http://www.youtube.com/watch?v=4S1sYUHV20s In this...
| | phoboslab.org
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| | [AI summary] The article describes the development of a game called Voidcall, focusing on its technical aspects. It covers various elements such as game mechanics, sound, rendering, pathfinding, and optimization techniques. The game uses a custom renderer, efficient pathfinding algorithms, and optimized audio libraries. The article also discusses the challenges faced during development, including gameplay balance and performance optimization.
| | darkcephas.blogspot.com
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| DirectX Raytracing (DXR) DXR has recently been announced and many oldtime graphics programmers are obviously very interested in how this m...