Voxels and Seamless LOD Transitions

  I had a realisation that the functionality of my voxel level-of-detail blending technique might not have really been documented anywhere. Others have probably already implemented the same idea (this technique may even already have a name, please tell me if you know), but it’s something I didn’t read about anywhere – I went googling for things like “smooth voxel […]

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Galaxia: The basics – Coordinates

So, let’s start at the beginning. All virtual worlds need some kind of a coordinate system to represent positions in. Most 3D games and simulations represent a position with 3 floating-point numbers representing the X, Y and Z distance from the world’s origin (which is located at X,Y,Z=0,0,0). These numbers are usually in a meaningful unit […]

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