Uploaded June 2020 | Updated September 2026, 2 hours ago
This series of videos will demonstrate my progress in making a Game Engine in OpenGL.
This fourth video showcases the use of level-of-detail controls to generate varying levels of resolution for instanced terrain in the Vertex Shader. This scene uses about 20% less GPU power compared to the last scene, for very similar results.
The levels of detail can be seen based on the colour shading on the terrain - the different bands represent 4x less level of detail than the band closer to the screen.
One trick that needs to be employed here is to "shift" vertices on the border of tiles that have different levels of resolution, as otherwise gaps will form in the generated surface.
The Vertex Shader used in this video can be found here: github.com/s0lly/TerrainGenerationOpenGLVertexShader
As before, this engine does not use any libraries; I'm trying to learn everything by hand here (perhaps a slightly ridiculous endeavour).
Learning Sources:
- Real-Time Rendering, 4th Edition: fantastic book (so far, I'm still on chapter 7!), brilliant for theory, much easier to get into than its intimidating look would suggest
- learnopengl.com : Really helpful resource to understand concepts and related code, a little tricky if you don't use the same libraries as they do
- OpenGL Programming Guide (the Red Book), 9th Edition
- khronos.org/registry/OpenGL-Refpages/gl4 : massive use of the OpenGL reference site, of course!
- these great Moon images were obtained from NASA's Scientific Visualization Studio : svs.gsfc.nasa.gov/4720 using the Lunar Reconnaissance Orbiter camera and laser altimeter instruments
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly
This series of videos will demonstrate my progress in making a Game Engine in OpenGL.
This fourth video showcases the use of level-of-detail controls to generate varying levels of resolution for instanced terrain in the Vertex Shader. This scene uses about 20% less GPU power compared to the last scene, for very similar results.
The levels of detail can be seen based on the colour shading on the terrain - the different bands represent 4x less level of detail than the band closer to the screen.
One trick that needs to be employed here is to "shift" vertices on the border of tiles that have different levels of resolution, as otherwise gaps will form in the generated surface.
The Vertex Shader used in this video can be found here: github.com/s0lly/TerrainGenerationOpenGLVertexShader
As before, this engine does not use any libraries; I'm trying to learn everything by hand here (perhaps a slightly ridiculous endeavour).
Learning Sources:
- Real-Time Rendering, 4th Edition: fantastic book (so far, I'm still on chapter 7!), brilliant for theory, much easier to get into than its intimidating look would suggest
- learnopengl.com : Really helpful resource to understand concepts and related code, a little tricky if you don't use the same libraries as they do
- OpenGL Programming Guide (the Red Book), 9th Edition
- khronos.org/registry/OpenGL-Refpages/gl4 : massive use of the OpenGL reference site, of course!
- these great Moon images were obtained from NASA's Scientific Visualization Studio : svs.gsfc.nasa.gov/4720 using the Lunar Reconnaissance Orbiter camera and laser altimeter instruments
Other Social Media stuffs:
twitch.tv/s0llygaming
twitter.com/s0lly
instagram.com/s0lly.gaming
github.com/s0lly
patreon.com/s0lly




![s0llys [CELL]IVIZATION: Trailer - Game in Excel
This is the trailer for my first game in Excel, s0llys [CELL]IVIZATION, created in just around a week for the OLC CODEJAM 2019 (https://itch.io/jam/olc-codejam-2019).
The gamejams theme is destruction, which is apt for this game given that the only way to win is to destroy the opposing team.
The game is very light on features (basically just build units and attack the opposition), but I will add on additional features - DLC you could call it - if people are keen to see more!
The game can be found here: https://s0lly.itch.io/cellivization - please let me know what features youd like to see next!!
Hope you enjoy!
Other Social Media stuffs:
https://www.twitch.tv/s0llygaming
https://twitter.com/s0lly
https://www.instagram.com/s0lly.gaming/ s0llys [CELL]IVIZATION: Trailer - Game in Excel](https://i.ytimg.com/vi/PzETBRcr_i8/mqdefault.jpg)





![Click-Through Windows feat. Bevy [Rust]
Bevy 0.10.0 introduces click-throughable windows, something I immediately wanted to test! Come join me on Twitch as we improve the overlay: https://www.twitch.tv/s0llygaming
Bevy Examples as demoed:
Transparent Window:
https://github.com/bevyengine/bevy/blob/main/examples/window/transparent_window.rs
Window Fallthrough:
https://github.com/bevyengine/bevy/blob/main/examples/ui/window_fallthrough.rs
by s0lly
https://www.twitch.tv/s0llygaming
https://discord.gg/kvappxm
https://twitter.com/s0lly Click-Through Windows feat. Bevy [Rust]](https://i.ytimg.com/vi/Sljhkwu3WDo/mqdefault.jpg)