Terrain LOD test

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My Octree based terrain, using marching cubes as the meshing algorithm and my custom game engine.
Max depth: 8
Chunk size: 16
LOD_FACTOR (Value used to bias the LOD): 3.0
Full size of the octree: ~4km, though could theoretically support ~1.7 × 10^22 if there are no floating point precision errors during meshing
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That's super cool, bro, and very hard to do. I'm working on a similar project. What is your game going to be about?

tracy
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Hi, I don't know what octree is. I'm currently trying to implement a LOD system for my terrain using something called quadtree. But I'm totally lost and don't know what I'm doing. But I'm trying to achieve a result like yours. Geometry closer to the camera get dense while far away things get less and less dense. How do I achieve it? Can you share your source code?

bkz