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timur.hu
| | 0fps.net
3.5 parsecs away

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| | 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...
| | www.jendrikillner.com
1.8 parsecs away

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| | kusma.xyz
3.4 parsecs away

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| | For the last few months, we have been working on two exciting new projects at Collabora, and it's finally time to share some information about them with the world: We are partnering with Microsoft DirectX engineers to build OpenCL and OpenGL mapping layers, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices out there!
| | tympanus.net
25.2 parsecs away

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| An introduction to Raymarching using the power of Signed Distance Fields (SDFs) and simple lighting to create a liquid shape effect.