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procworld.blogspot.com | ||
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0fps.net
Last time, I wrote about how to generate meshes in a Minecraft-style voxel engine. I got a lot of interesting feedback, and so today I'm going to do a follow up highlighting some of the points thatcame up in the various discussions. I'll also talk about yet another interesting approach to generating meshes, which occurred... |
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kosmonautblog.wordpress.com
The main goal is to expand our technique to work with multiple volume textures, both from multiple instances of the same signed distance field and different meshes altogether. I will also explore sub-surface scattering and AO. |
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c0de517e.blogspot.com
Realtime rendering and videogame programming mostly, but I love computer science and visuals in all their forms. This is a notepad of my ideas. |
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everttimberg.io
Evert Timberg, Software developer and architect in Toronto |
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