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pixelesque.net
| | 0fps.net
14.2 parsecs away

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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
13.0 parsecs away

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| | filmicworlds.com
15.8 parsecs away

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| | gpfault.net
75.2 parsecs away

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