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campedersen.com
| | www.willusher.io
6.9 parsecs away

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| | [AI summary] An article demonstrates how to implement the Marching Cubes algorithm using WebGPU shaders to achieve near-native rendering performance in the browser.
| | frozenfractal.com
4.7 parsecs away

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| | I didn't have time during the holidays to implement any new features, so enjoy this filler post that I prepared earlier! In the very first post in this series, I wrote: The prototype took place on a rectangular map, with the left side wrapping around to the right to form a cylinder. [...] Many games do this and get away with it, but because I'm a perfectionist, I want my game to take place on an actual sphere. Today I'm going to write up in some detail why spheres are harder to work with.
| | blog.demofox.org
4.4 parsecs away

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| | Real time raytracing is seemingly finally here. We have a real time raytracing API in directX, another API in vulkan, hardware support in nvidia cards, and this is only the beginning of this new phase of graphics. Having hardware and API support for raytracing means we can use that to help with the usual raytraced...
| | www.flayrah.com
28.5 parsecs away

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| [AI summary] A review of the horror comic miniseries The Monster's Clean-Up Guy, which features werewolves and supernatural creatures engaging in crime cleaning.