|
You are here |
boksajak.github.io | ||
| | | | |
www.jendrikillner.com
|
|
| | | | | ||
| | | | |
www.zeropointnine.com
|
|
| | | | | ||
| | | | |
etodd.io
|
|
| | | | | This week was a lot of under the hood improvements. The voxel engine got a TON of performance optimizations, which allow my Nvidia GTX 260 to render my test scene at 100-200 FPS. Screenshots: New features: Rough-draft tutorial level with instructions and whatnot. Fullscreen toggling on-the-fly by hitting F11 Rudimentary fog effect Performance optimizations: Voxels are now rendered as surfaces, rather than complete cubes. This lets me cull a lot of unnecessary geometry. Voxels are now split into chunks. This lets me easily implement frustum culling and view distance, which helps tremendously with shadow map rendering as well. I fixed some bugs in the voxel modification code, making voxel modifications of up to 100-150 cells practically instantaneous. Shadow m... | |
| | | | |
www.lambdabytes.io
|
|
| | | Website of Jonathan Thaler @ lambda::bytes | ||