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2 votes
Accepted

A solution to sprite visibility in a raycasting engine with variable wall heights?

Congratulations for having progressed so far. Context, first analysis Your explanation: I am using a z-buffer, with one stored length to a wall for the x coordinate of each ray. Means the z-buffer ...
Stéphane Gourichon's user avatar
1 vote
Accepted

Techniques for rendering high polycount models

The straightforward solution is to simple not render the high poly model at all. Have a lower detail model that you can switch to once the model is too far away for it to make a difference. There is ...
ratchet freak's user avatar
1 vote

How to deal with light leaks?

I've also spent a good amount of time thinking about a solution for this problem. It seems like one those fundamental mismatches of taking a sparser, lower frequency structure (probe mesh, even if ...
Calvin's user avatar
  • 506

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