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brutalism.rs
| | etodd.io
4.2 parsecs away

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| | This week was a lot of under the hood improvements. The voxel engine got a TON of performance optimizations, which allow my Nvidia GTX 260 to render my test scene at 100-200 FPS. Screenshots: New features: Rough-draft tutorial level with instructions and whatnot. Fullscreen toggling on-the-fly by hitting F11 Rudimentary fog effect Performance optimizations: Voxels are now rendered as surfaces, rather than complete cubes. This lets me cull a lot of unnecessary geometry. Voxels are now split into chunks. This lets me easily implement frustum culling and view distance, which helps tremendously with shadow map rendering as well. I fixed some bugs in the voxel modification code, making voxel modifications of up to 100-150 cells practically instantaneous. Shadow m...
| | wassimulator.com
6.8 parsecs away

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| | Blogpost explaining how the game was made.
| | www.jendrikillner.com
3.2 parsecs away

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| | www.ign.com
22.5 parsecs away

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