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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.
| | jamesgregson.blogspot.com
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| | Dual Contouring is a method for meshing implicit surfaces, or surfaces which are defined as the level-set of scalar function. Conceptually...
| | 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...
| | morad.in
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| Foreword After my previous articles I started looking for another game to dive into and I ran into the demo version of Shadows of the Tomb Raider. I thought the rendering of this game is probably already really interesting but with the recent patch to enable raytraced shadows it made it an even better target. [...]