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3DWorld reviews and mentions
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How to manage a buffer containing objects of varying size? For sparse chunk loading/unloading
This all sounds complex, but the system can be made to work well. I've written something similar myself, except with VBOs rather than SSBOs. My code can be found in these two files: https://github.com/fegennari/3DWorld/blob/master/src/buildings.h
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Procedurally generated 8km Octree Terrain using Compute Shaders and WGPU (Rust)
Filling the cracks properly generally gives better performance and fewer drawing artifacts compared to skirts. If you use indexed triangles and set them up in neat rows and columns, it's pretty easy to get right. No lookup tables or big switch cases, and it works with any number of LODs. See the crack_ibuf_t code starting around like 1800 here: https://github.com/fegennari/3DWorld/blob/master/src/tiled_mesh.cpp
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Pixel planets with Pygame and OpenSimplex
I wrote a planet name generator that combines multi-character combinations. It may not do as good as a proper Markov Chain, but may produce names that sound better than your simple approach. If you're interested, the code can be found here: https://github.com/fegennari/3DWorld/blob/master/src/Universe_name.cpp
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Best approach to render a lot of text.
Thanks. Yes, I was looking at this. The problem is that the texture atlases are in a different format than the ones I currently use. The MSDF versions don't have all of the ASCII characters and some characters have a different number of pixels. So it's not a drop in replacement for my system, which is using texture atlases like this: https://github.com/fegennari/3DWorld/blob/master/textures/atlas/text_atlas.png
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Bottom-up procedural generation algorithm that allows to generate cities with a spontaneous architecture pattern
If you're curious, my 3DWorld project GitHub is here: https://github.com/fegennari/3DWorld
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Global/Indirect Lighting for Large Procedurally Generated Buildings
If you're curious I have my attempt here: https://github.com/fegennari/3DWorld/blob/master/src/building_lighting.cpp
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Can someone list some open-source OpenGL games? (C++)
My 3DWorld project is open source. It's somewhat between a game engine/game/tech demo: https://github.com/fegennari/3DWorld
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A boolean logic simulator written in c++ & opengl 3.3. This is a toy project I'm currently developing to help me learn c++ & opengl. No libraries used, apart from stb_image and glad.
3DWorld is my game engine. I started on this in 2001. It's open source on gitHub here: https://github.com/fegennari/3DWorld
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Procedural generator for names for anything
I did something similar to that, except I added in common pairs of vowels and consonant blends, plus separate weights for each one to make some of them show up more frequently than others. Then I had to add a few rules to forbid certain combinations (like uses of the 'q') and limits on the min/max lengths of words. I don't remember seeing any swear words, but I do remember generating a "Porn Street." Some of the code (for planets/moons/stars) can be found here: https://github.com/fegennari/3DWorld/blob/master/src/Universe_name.cpp
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Marching cubes implementation
Yes, that's my project. The marching cubes code is part of the voxel code here: https://github.com/fegennari/3DWorld/blob/master/src/voxels.cpp
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A note from our sponsor - InfluxDB
www.influxdata.com | 29 Mar 2024
Stats
fegennari/3DWorld is an open source project licensed under GNU General Public License v3.0 only which is an OSI approved license.
The primary programming language of 3DWorld is C++.