XNA - LOD: WIP2

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
433 views
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on May 21, 2011

Wrote a new LOD algorithm and I was shocked when I looked at the code of my first attempt.
It's now properly working and still needs frustum culling, stitching and some elevation...
I like this terrain much more than the one using GeoMipMapping!

Category:

Science & Technology

Tags:

License:

Standard YouTube License

Link to this comment:

Share to:

Uploader Comments (RudiMedia)

  • 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 ;)

    Nice projects you got there by the way!

  • much better - : ]

  • @ScorpyX Thanks :D

see all

All Comments (9)

Sign In or Sign Up now to post a comment!
  • @RudiMedia Thanks and obviously likewise :) Good to know I'm not completely misunderstanding Ulrich, so thanks for the clarification as well.

  • Wow cool.

  • @MegaBenBarnes Meinst du "XNA - Atmospheric Scattering: WIP1"? Das ist ein wenig komplizierter, aber sehr detailliert in "GPU Gems 2, Chapter 16" erklärt.

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more