programmed deferred rendering chunked voxel instancing FAIL remaking episode 1
home made engine C, Virtual Desktop and Chunked Voxel Instancing. using SharpDX for rendering and screencapture using for Virtual Reality, using InputSimulator for mouse and keyboard, using Jitter for physics, using Mika s Sandbox for capture screen alternatives, using my development, success in incorporating Sebastian Lagues procedural landmass dual thread task pump from his Youtube tutorial. TODO deferred steve chassé
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