Including GLSL Shaders

Shaders are combination of different effects, you may need skinning and shadows to render your character, but just diffuse textures for skymap, while doing a depth pass only, you do not need to render any textures but deformation is still needed for skinned meshes. More effects you have, more combinations ...

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Procedural terrain collider for Bullet

Generating terrain entirely on the GPU is cool, however as pretty as it looks, in the end you need to interact with it. Bullet Physics engine provides very neat ways to define your own collider shapes. So I decided to port GPU code to C++ and use the output for ...

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Procedural terrain generation on GPU

While working on a small mobile project, I've started to look for ways to render infinite terrain. Modern mobile GPUs come with very slow memory, low bandwidth, but reasonable processing power. So procedural content does not only have interesting gameplay value, but also performance advantages.

I constructed simple terrain ...

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