Robert Lindner
Planet Renderer
Recently there have been a lot of space-themed games that involve the player moving from the surface of a planet all the way to space without showing a loading screen in between. In this ongoing project I focused on finding good techniques to generate the terrain with both an eye on performance and seemless transitions.
I finally settled on modifying the CDLOD algorithm to morph triangular patches (instead of squares) on the GPU, which allows for evenly distributed geometry accross all distances at both a high resolution and a high framerate.
You can read more about the process on my blog:
You can also view all the source code on github and build it for Windows and Linux:

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