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| | frozenfractal.com
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| | In the previous post, I promised to start placing some ports in our procedurally generated world. That turned out to be a bit more work than I expected.
| | devmag.org.za
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| | This article originally appeared in Dev.Mag Issue 21, released in March 2008. One way to populate large worlds with objects is to simply place objects on a grid, or randomly. While fast and easy to...
| | blog.42yeah.is
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| | thenumb.at
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| [AI summary] The post discusses the development of a voxel-based game engine called Exile, focusing on its rendering pipeline, techniques like meshing and ambient occlusion, and the challenges of creating a performant and extensible platform for voxel-based games.