Uploaded by pyrotechnick on Nov 5, 2010
Here's the latest build of cortex as seen from 200 units above the origin.
If you'd pay $10 to play a WebGL game of this standard please sign the charter at http://www.petitionspot.com/petitions/cortex/
Features streaming, multi-threaded terrain generation (using WebWorkers). Backface culling has also been added; allowing much more geometry to be drawn at a steady framerate.
The engine utilises chunks; cuboids of side length 16 (at the moment; this may increase or decrease in the future).
These chunks are loaded . In this particular demo the chunks have a height of 128 "blocks" to ease the generation of the skyscrapers.
There are 112 "road" and 9 "building" chunks being generated. With an average height of 96, there are approximately 200 000 blocks for the skyscrapers with around another 30 000 blocks for the roads.
Terrain generate is performed in parallel alongside the main update and drawing thread using a queue of WebWorkers. A queue is used to distribute the processing over time so that reasonable performance is maintained on the main event loop for drawing and rendering.
At the moment, there are slight delays introduced into the main event loop once a chunk has been generated and its geometry is being buffered to the graphics card. I am currently modifying the engine to utilise index buffers to reduce the bandwidth required for a chunk upload.
CPU performance is heavily degraded during the screen recording process. Perhaps there's a more efficient way of recording than QuickTime X. However, the frame rate hovers close to 60 FPS.
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