A game engine

  • A naive approach in rendering the chunks in a view frustum would result in this example in about 230 chunks. We can take advantage of the perspective, and render chunks at different level of details based on the distance to the camera. In the above example, we can considerably reduce the...

    Tagged: LOD | Octree
  • We're going to need some trees for our terrain, so I've been experimenting with the space colonization algorithm. Whitepaper: Modeling Trees with a Space Colonization Algorithm - Adam Runions, Brendan Lane, and Przemyslaw Prusinkiewicz. I've done several changes on the algorithm, adding several parameters: control how the points attract branches (per branch...

  • So, I've been having fun with some OpenGL, I'm working on a terrain engine, we'll see where it goes... So far, I've got: voxel terrain renderer, tesselated with marching cubes. the signed density function is generated from a few octaves of simplex noise. multithreaded chunk generation and tesselation with no world bounds. triplanar mapping...