Unity super simple approach for GPU instanced grass (+ occlusion/frustum culling)
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Updated
Oct 12, 2024 - C#
Unity super simple approach for GPU instanced grass (+ occlusion/frustum culling)
Enhanced InstancedMesh with frustum culling, fast raycasting (using BVH), sorting, visibility management, LOD and more.
Octree/Quadtree/N-dimensional linear tree
A repo for my research on planet rendering in c++ | opengl **Now runs on Linux**
Visibility Determination Library: hierarchical frustum and occlusion culling algorithms
An attempt to make a world map in webgl
TypeScript based 3D game engine.
This is a DirectX application with some basic Game engine features.
Common mathematics library, C99 GLM alternative (vector, matrix, quaternion, camera, bounding, color)
WIP scene graph with frustum culling for Raylib
Hierarchical space partitioning
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