Isn't this more of a quad tree approach, rather than chunked lod? I'm just curious, because I happen to be working on something similar... Actually, we seem to be doing a lot of similar things, including ditching RK4 and picking verlet for solar system simulation :)
@XnaInfo Well I looked it up again and I'm actually doing a lot of things differently than Thatcher Ulrich in his origianal implementation, so I guess you're right about that ;)
@MegaBenBarnes Meinst du "XNA - Atmospheric Scattering: WIP1"? Das ist ein wenig komplizierter, aber sehr detailliert in "GPU Gems 2, Chapter 16" erklärt.
Isn't this more of a quad tree approach, rather than chunked lod? I'm just curious, because I happen to be working on something similar... Actually, we seem to be doing a lot of similar things, including ditching RK4 and picking verlet for solar system simulation :)
XnaInfo 8 months ago
@XnaInfo Well I looked it up again and I'm actually doing a lot of things differently than Thatcher Ulrich in his origianal implementation, so I guess you're right about that ;)
Nice projects you got there by the way!
RudiMedia 8 months ago
@RudiMedia Thanks and obviously likewise :) Good to know I'm not completely misunderstanding Ulrich, so thanks for the clarification as well.
XnaInfo 8 months ago
Wow cool.
myrcavich 9 months ago
@MegaBenBarnes Meinst du "XNA - Atmospheric Scattering: WIP1"? Das ist ein wenig komplizierter, aber sehr detailliert in "GPU Gems 2, Chapter 16" erklärt.
RudiMedia 9 months ago
much better - : ]
ScorpyX 9 months ago
@ScorpyX Thanks :D
RudiMedia 9 months ago