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procworld.blogspot.com
| | 0fps.net
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| | Last time, I wrote about how to generate meshes in a Minecraft-style voxel engine. I got a lot of interesting feedback, and so today I'm going to do a follow up highlighting some of the points thatcame up in the various discussions. I'll also talk about yet another interesting approach to generating meshes, which occurred...
| | www.copetti.org
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| | An in-depth analysis that explains how this console works internally
| | blog.selfshadow.com
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| | [AI summary] This text discusses advanced techniques for occlusion culling and visibility determination in computer graphics, particularly focusing on GPU and SPU implementations. It outlines methods such as hierarchical z-buffering, HZB (Hierarchical Z-Buffer) sampling, and frustum subdivision for efficient rendering of large environments. The text also touches on challenges like latency, hardware limitations, and future directions for visibility processing, including potential integration with next-generation hardware.
| | www.nicktasios.nl
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| In this series of posts, I am going to create a clone of the classic arcade game, space invaders, in C++ using only a few dependencies. In this post I will set up the required OpenGL shaders to draw a