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3D World Generation: #3 (Quadtree & LOD)
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3D World Generation: #3 (Quadtree & LOD)
This is the third in a series of 3d world generation tutorials, covering my quadtree implementation, terrain level-of-detail, and leading to infinite procedural terrain.
What's covered:
* What are Quadtrees
Go over my quadtree implementation and how I ended up using it for LOD (level-of-detail) on the terrain.
* Optimizations
Some optimizations I threw at the implementation to reduce the framerate drops when generating the terrain.
In the future:
This is intended to be part 3 in a series of tutorials on the topic of 3d world generation. Planning on making this a planetary scale thing in a coming tutorial, so look out for that.
Full source code for the project is available, so if you're interested in fiddling with the code, screwing around with it, or improving it.
Clip Credits:
#proceduralterrain #gamedevelopment
This is the third in a series of 3d world generation tutorials, covering my quadtree implementation, terrain level-of-detail, and leading to infinite procedural terrain.
What's covered:
* What are Quadtrees
Go over my quadtree implementation and how I ended up using it for LOD (level-of-detail) on the terrain.
* Optimizations
Some optimizations I threw at the implementation to reduce the framerate drops when generating the terrain.
In the future:
This is intended to be part 3 in a series of tutorials on the topic of 3d world generation. Planning on making this a planetary scale thing in a coming tutorial, so look out for that.
Full source code for the project is available, so if you're interested in fiddling with the code, screwing around with it, or improving it.
Clip Credits:
#proceduralterrain #gamedevelopment
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