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www.jendrikillner.com
| | 0fps.net
11.2 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...
| | www.reedbeta.com
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| | Pixels and polygons and shaders, oh my!
| | wassimulator.com
9.3 parsecs away

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| | Blogpost explaining how the game was made.
| | www.thedroneely.com
32.8 parsecs away

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