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If and when you write a blog post about this, I think it would me more interesting if you'd write about how you generate your vertex buffers and organize your d
by exDM69 15y ago
If and when you write a blog post about this, I think it would me more interesting if you'd write about how you generate your vertex buffers and organize your draw calls, etc than describing the world generation algorithm.
Everyone, and their dog, have been writing Minecraft-style world rendering demos for a few years now and there are also quite a few blog posts that describe the world generation algorithm. They're always an interesting read, but I would be more interested in how you get that stuff to the GPU and how do you render it.
Also some insights about WebGL limitations would be welcome. Would your task have been easier if you could memory map your vertex buffers or use instanced draw calls? This is the kind of stuff I'd love to hear about as a graphics programmer.
- the_mitsuhiko 15y agoYeah, the world generation is not that interesting in my version anyways. The interesting stuff is how it uses web workers to move that into the background and how the VBOs are updated (or will be once I have finished that).