Media Summary: Uses: -Perlin noise for random terrain heights -Procedural mesh created in code, all contained in one gameobject which means ... Dynamic updates working well, but chunk loading still causes some freezes (physic update ) and it seems that there is a memory ... A small project I've been working on. The chunks are 32x32x32 and the world can extend (nearly) infinitely in any direction.
Multi Threading Voxel Test - Detailed Analysis & Overview
Uses: -Perlin noise for random terrain heights -Procedural mesh created in code, all contained in one gameobject which means ... Dynamic updates working well, but chunk loading still causes some freezes (physic update ) and it seems that there is a memory ... A small project I've been working on. The chunks are 32x32x32 and the world can extend (nearly) infinitely in any direction. I am finally able to add entitles into the Loading a huge terrain when your game starts up, can easily make the loading time feel long and frustrating to the player. Instead ... Best place to learn and practice system design In this video, we dive into the key differences ...
This is my first DevLog, I hope you enjoyed :-) GitHub Repository: ... In this episode we are going to work on a system so we can execute Multi-threaded light propagation and smoother multi-threading (Cubic Voxel Surfaces with Urho3D) In this video, I walk through modifying my Zig-based open-source integration