Please check out the online demo:
In this devlog, I describe how I moved my engine from a limited proof-of-concept to a fully-scalable piece of software. Specifically, I highlight the custom GPU memory allocator used for storing voxels, the algorithms used to convert voxel octrees to GPU data, and the culling techniques employed to draw even more objects onscreen.
Article describing voxel culling optimizations:
Music used in the video:
Corbyn Kites - Shadowing
Corbyn Kites - Orbit
David Cutter - Over There
Corbyn Kites - Lilac Skies
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