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noelberry.ca
| | 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...
| | phoboslab.org
10.8 parsecs away

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| | [AI summary] The blog post discusses the development of Underrun, a JavaScript-based WebGL twin stick shooter game created for the js13kGames competition with a strict 13kb file size limit, focusing on techniques for optimizing graphics, audio, and code to meet the size constraints.
| | corvid.cafe
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| | www.reedbeta.com
28.8 parsecs away

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| Pixels and polygons and shaders, oh my!