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 ...
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 ...
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 ...
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