Lets improve our Voxel Terrain! Specifically, let’s start work on a shader that can shade our terrain. Our terrain uses each color channel from the vertices of our voxel mesh to designate a different material.
Reactive Extensions use asynchronous observable streams to control your program. That sounds complicated, and it is, but the possibilities this style of programming unlock are fantastic.
Dot products are extremely useful for a whole number of tasks. In this video we’re going to look at applying them in a way that will allow us to detect which side of a dice is facing up.
Last video we created a geometry shader and point cloud renderer capable of rendering hundreds of thousands of individual grass instances in our scene at once.
Lets say you want to render grass. A LOT of grass. How would you do it? In this video we’re going to try to solve that using a point cloud and a geometry shader.