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blog.danielschroeder.me
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| | | | | This is the first of two posts about a renderer I have been developing, focusing on what I've built and how it works. The second post discusses why I've built it and my plans for the future. I've been developing a custom real-time renderer which uses very small voxels to produce a distinctive visual style [...] | |
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simonstechblog.blogspot.com
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| | | | | [ Updated on 25-2-2013 : added a paragraph about lowering the voxel update frequency for faster dynamic update. The demo also added a combo... | |
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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... | |
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rottenindenmark.wordpress.com
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| | | I missed making these so much! https://www.youtube.com/watch?v=RkVYvp_CumI | ||