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cookieplmonster.github.io
| | 0fps.net
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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...
| | wweb.dev
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| | In this post, I will show how to set up debugging for Javascript in VS Code for Node.js and for React in Firefox or Chrome...
| | www.cppstories.com
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| | Particle systems are awesome! Not only can you create amazing effects, but you can also optimize code and push even more and more pixels to the screen. This post series will cover how to design a flexible particle system and apply a bunch of optimizations to run it faster. Flexible means that it can be used in real applications and for a variety of graphics effects.
| | mattkeeter.com
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| [AI summary] A detailed blog post by Matt Keeter about developing a GPU-based raytracer called rayray, focusing on its architecture, rendering techniques, and performance improvements.