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procworld.blogspot.com | ||
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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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thenumb.at
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| | | | | [AI summary] The author details the technical architecture, rendering pipeline, and optimization strategies for 'Exile,' a 3D voxel engine built from scratch using a hybrid mesh geometry solution and compact vertex data formats for performance. | |
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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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linux.slashdot.org
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| | | You asked, he answered! For Slashdot's 20th anniversary -- and the 23rd anniversary of the first release of Red Hat Linux -- here's a special treat. Red Hat CEO Jim Whitehurst has responded to questions submitted by Slashdot readers. Read on for his answers...... | ||