SimCity clone made during the weekends using F# and SharpDX.
Level of detail displayed with debug shader.
Marching Cubes vs Marching Cubes Linear Interpolation
Atmospheric Scattering Pixel Shader
Horizon-Based Ambient Occlusion using Compute Shaders
Polygon reduction ontop of marching cubes.
Marching Cubes with phong shading
Water Erosion Simulation for procedurally generated maps
Optimizing Voxel storage by denormalizing the octree.
Combined adjacent voxel faces into singular larger faces.
Perlin noise biomes generated with temperature and humidity
Marching Cubes with phong shading
My first SSAO implementation looks cartoony.
Game AI inspiration from a bug.