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voxels

A level of detail method for blocky voxels

mikolalysenko

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...

Voxel lighting

mikolalysenko

Been a long time since I’ve written anything here.  Lately I’ve been working on a new multiplayer WebGL voxel engine for codemao (an educational platform to teach kids programming via games).  It’s not live yet, but a bunch of neat ideas have come out of this project.  In this post I want to talk...