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Online demo: github.com/DouglasDwyer/octo-...
Additional voxel models: drive.google.com/drive/folder...
With some clever tricks, I've managed to halve the frame times in my voxel game engine! Join me as I explain three essential optimizations for voxel rendering. These optimizations include using DDA for traversal, bitwise masking to filter out potential intersections, and performing a low-resolution depth prepass. In addition, I talk about ray marching in general and discuss the other new features that I added to my engine this month.
Music used in the video:
Chris Doerksen - Perfect Parry
Corbyn Kites - Orbit
White Bat Audio - Athena
White Bat Audio - Chroma
Chris Doerksen - New Groove