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Mythics
  • Member for 11 years, 5 months
  • Last seen more than a month ago
37 votes
5 answers
34k views

How to generate caves that resemble those of Minecraft?

30 votes
4 answers
21k views

Procedural river or road generation for infinite terrain

16 votes
1 answer
2k views

What projection is this?

10 votes
2 answers
4k views

How to remove floating terrain when generated with 3D Perlin Noise?

9 votes
2 answers
6k views

Voxel Face Crawling (Mesh simplification, possibly using greedy)

7 votes
1 answer
2k views

Per frame: Many draw calls with fewer total vertices vs fewer draw calls with more total vertices?

6 votes
2 answers
1k views

Something other than Vertex Welding with Texture Atlas?

6 votes
2 answers
4k views

C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)

5 votes
4 answers
2k views

In a semi-infinite procedural (chunk based) map, how do you handle objects larger than a single chunk?

4 votes
2 answers
6k views

How to blend biomes with procedural terrain

4 votes
1 answer
862 views

Batching texture to texture rendering in Unity on the gpu

3 votes
1 answer
476 views

How do you get the collision plane when using AABBs? [duplicate]

3 votes
3 answers
3k views

How to select random points within grid meeting min/max distance requirements from each other?

2 votes
2 answers
4k views

Is it possible to tile box colliders without causing "false" collisions in Unity3D?

2 votes
2 answers
1k views

Is the GraphicsDevice.Clear call in XNA necessary in 3D?

1 vote
3 answers
2k views

Collision Detection/Response Issues in Unity

1 vote
0 answers
179 views

Non-smooth noise with optimal performance?

0 votes
1 answer
652 views

3D Texture Mapping (Atlas)