How I tripled the render distance in my game engine [Voxel Devlog #16]
Try CodeCrafters for free today: https://app.codecrafters.io/join?via=DouglasDwyer Online demo: https://github.com/DouglasDwyer/octo-release How do games render such vast swaths of the world? This video showcases the level-of-detail (LOD) system that I implemented in my voxel engine. The LOD system ensures that far-away objects are rendered using simplified meshes, allowing the graphics card to quickly churn through them. I address some of the challenges of using LODs, including how to generate them and account for user edits. Then, I show off my new procedural skybox and revamped transparency! Music used in the video: Glaciaere - I'm Getting Over You (Or At Least I'm Trying To) HOME - Tides HOME - Native HOME - Release (W.I.P.)
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