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voxely.net
| | 0fps.net
4.3 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...
| | 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.
| | leifnode.com
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| | I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global
| | boksajak.github.io
27.6 parsecs away

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