Uploaded March 2018 | Updated September 2026, 2 weeks ago
There's no new features in this version, I've just optimised the polygon rendering (which was embarrassingly slow :-) and used the resulting performance gain to add a lot more foliage.
This is getting quite close to the original vision of a large complex open world engine, where nearby content is brute force rendered (without any level-of-detail logic at all) and medium to far content is handled by the voxel renderer.
It will be interesting to see if grass can be added using the same approach.
You can see there are a some issues with switching from voxel to polygon content (or vice versa). The trees look more bushy in voxel form, and the switch can be jarring. I'm still thinking about ways to try to minimise this.
And the shadows still need a lot of work.
But otherwise it's quite promising.
There's no new features in this version, I've just optimised the polygon rendering (which was embarrassingly slow :-) and used the resulting performance gain to add a lot more foliage.
This is getting quite close to the original vision of a large complex open world engine, where nearby content is brute force rendered (without any level-of-detail logic at all) and medium to far content is handled by the voxel renderer.
It will be interesting to see if grass can be added using the same approach.
You can see there are a some issues with switching from voxel to polygon content (or vice versa). The trees look more bushy in voxel form, and the switch can be jarring. I'm still thinking about ways to try to minimise this.
And the shadows still need a lot of work.
But otherwise it's quite promising.










