Skip to content

Instantly share code, notes, and snippets.

View mtwilliams's full-sized avatar
👺
small engines & big data

Michael Williams mtwilliams

👺
small engines & big data
View GitHub Profile
Achievement Engine/Game
storing world space positions in gbuffer STALKER
uploaded texture upside down All Quake engines
fixed function pipeline on top of a single vertex buffer Tesseract
made your own texture compression format that works with the driver's decoder somehow Darkplaces (S2TC)
cleared color, depth and stencil buffers individually idTech4
line rendering with quads Various
per-vertex lighting Cube, Minecraft, Gears of War, Skyrim
used facet normals
A vertex buffer conceptually encodes a chunk of voxel data
which has some finite x/y extent, but fully covers z (where
is height).
Ignorning chunks which are at same x/y of the chunk viewer
is in, it's possible to skip two of the four n/s/e/w faces
in the chunk. (I.e. if the chunk is to the NW of viewer,
the N and W faces of the chunk cannot be visible.)
If we sort the faces in the index buffer to separate each