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phoboslab.org | ||
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0fps.net
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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thenumb.at
[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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gpfault.net
[AI summary] The article explains how to render the Mandelbrot set using WebGL and GLSL shaders, detailing the mathematical theory, code implementation, and color palette techniques. |
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blog.kodewerx.org
Video game development, hacking, and debugging. Brought to you by BlipJoy! |
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