Exploring Multithreaded Quadtree Lod

Exploring Multithreaded Quadtree Lod reveals several interesting facts.

  • Quadtree Level of Detail
  • Just adding expensive CPU perlin noise, but optimzed so only is applied to tiles that require it i.e. changing
  • here is a simple terrain rendering system I developed as an exercise for a project. Not yet optimized and finshed.
  • Irrlicht and SQLite DB Gaz Davidson.
  • Quadtree Based Terrain

In-Depth Information on Multithreaded Quadtree Lod

Just a quick video showing the results of 3D World Generation: #3 ( An explanation for laymen of one usage of Everything is done in jobs, chunk distance scan, chunk creation and destruction... The size of a chunk is 128 x 128.

Since I haven't uploaded a new version of WorldShaper in a while, I thought I'd do a devlog to showcase how development is ...

Stay tuned for more updates related to Multithreaded Quadtree Lod.

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