u/corysamain r/GraphicsProgramming • Recommends
On “Progressive Meshes (PM) vs Height-Map Specific LOD control”
#halowars#terrainrendering#lod
555K subscribers • 66 videos on Hallway • Conference channel
Advanced. Deep dive for people who know the field.
16K views9 years ago2 recommendations
Game developmentGraphics and audioUnity, Unreal and GodotRendering
Colt McAnlis explains how Ensemble Studios built and optimized the terrain rendering system for the console strategy game Halo Wars.
In this classic 2009 GDC session, former Microsoft Ensemble Studios developer Colt McAnlis provides a programming-driven look at how the legendary strategy game company build the terrain for a console strategy game like Halo Wars. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter twitter.com/Official_GDC Check out our Facebook page for GDC exclusives facebook.com/GameDevelopersConference Visit our site: ubm.io/2ctNvqZWhat people say. Recommended as a classic reference for terrain rendering, heightmaps, and level-of-detail techniques in game engines.
u/corysamain r/GraphicsProgramming • Recommends
On “Progressive Meshes (PM) vs Height-Map Specific LOD control”
u/mysticredditin r/gameenginedevs • Recommends
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u/corysamain r/GraphicsProgramming • Recommends
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