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brutalism.rs
| | 0fps.net
2.5 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...
| | etodd.io
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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...
| | benschmidt.org
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| | danangell.com
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| How images are rendered Imagine your computer is rendering an image of a tomato on top of a table. In order to render the image each of the 1920 * 1080 pixels on your screen needs to have colors assigned to them. This isn't as easy as viewing a video or an image. The tomato can be viewed from any angle, and the pixels will need to be recalculated many times every second to produce a smooth animation.