Recently I've implemented Eric Bruneton's Precomputed Atmospheric Scattering as I'm sure many other people have in the past as well. I'm only really having one i…
14 years, 8 months ago
Recently I've implemented Eric Bruneton's Precomputed Atmospheric Scattering as I'm sure many other people have in the past as well. I'm only really having one i…
14 years, 8 months ago
15 years, 2 months ago
15 years, 2 months ago
[quote name='Vereor' timestamp='1310030946' post='4832183']Traversing the octree to the players depth, and collecting a list of potentially visible octre…
15 years, 2 months ago
I'm currently making a multiplayer game set in a to-scale solar system. I'm building an Octree system where objects of varying sizes (players, people, asteroids, space s…
15 years, 2 months ago
Hi, I'm having compatibility issues with GLSL shaders being compiled on different hardware. I develop using a NVidia GTX 285, and when run on a different machine with ATI ha…
15 years, 6 months ago
Recently I've implemented Eric Bruneton's Precomputed Atmospheric Scattering as I'm sure many other people have in the past as well. …
14 years, 8 months ago
[quote name='Vereor' timestamp='1310030946' post='4832183']Traversing the octree to the players depth, and collecting a list of potentially visible octree nodes along …
15 years, 2 months ago
Not sure who is who here? stefanbanev == vereor ? At any rate, OP suggests a depth of 27, which …
15 years, 2 months ago
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