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On “VoxelSpace: Terrain rendering algorithm in less than 20 lines of code (2020)”
5.4K subscribers • 1 video on Hallway
Advanced. Deep dive for people who know the field.
107K views1 year ago1 recommendation
Graphics and audioGame developmentRenderingGPUs, shaders and CUDAUnity, Unreal and Godot
A technical deep dive into the custom rendering engine of Tiny Glade, covering ray marching, global illumination, and GPU-driven rendering.
Learn how Tiny Glade’s custom engine draws lush meadows, fluffy trees, and player-created castles and towns. We’ll explore a range of bespoke techniques employed in the game, from real-time global illumination to tilt-shift DoF and stable shadows with continuous time of day. All running on 10 year old hardware, laced with excessive amounts of ray marching, GPU-driven rendering, and just the right sprinkle of ray tracing. #gpc #tinyglade #pouncelight #buasWhat people say. Recommended as an exceptional technical talk showcasing advanced rendering wizardry and game engine development in Rust.
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