After a couple of months of on-and-off work on Tides of Revival I have completed the implementation of Meshlet-based GPU-driven rendering and cascaded shadow maps. I had to touch every aspect of the renderer to make this possible and I'm happy it's now over :) Onto new rendering features now!
October 18, 2025 at 11:08 AM
After a couple of months of on-and-off work on Tides of Revival I have completed the implementation of Meshlet-based GPU-driven rendering and cascaded shadow maps. I had to touch every aspect of the renderer to make this possible and I'm happy it's now over :) Onto new rendering features now!
Hey Nikita, this is the mesh grid we use for the terrain. Vertices in the highest LOD are 1-meter apart. We don't have tessellation yet but I hope to add it soon (TM)
December 1, 2024 at 8:08 AM
Hey Nikita, this is the mesh grid we use for the terrain. Vertices in the highest LOD are 1-meter apart. We don't have tessellation yet but I hope to add it soon (TM)