Explore >> Select a destination


You are here

graphics.cs.utah.edu
| | www.jendrikillner.com
0.6 parsecs away

Travel
| |
| | 0fps.net
3.5 parsecs away

Travel
| | 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.jakobmaier.at
4.8 parsecs away

Travel
| | In this project I wrote a monte-carlo path tracer in C++ with some nice features, including mesh rendering, direct light sampling and various different materials.
| | avestura.dev
16.8 parsecs away

Travel
| What are the problems of C, and how Zig addresses them?