Optimism in Design - Q&A
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Previous: 'Optimism in Design'
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0:15 : Global Lattice translucency solution
0:15 : Global Lattice translucency solution
0:15 : Global Lattice translucency solution
0:58 : Discarding air triangles
0:58 : Discarding air triangles
0:58 : Discarding air triangles
1:34 : Using a G-buffer for antialiasing
1:34 : Using a G-buffer for antialiasing
1:34 : Using a G-buffer for antialiasing
1:48 : Breaking up the lattice to reduce draw / discard calls
1:48 : Breaking up the lattice to reduce draw / discard calls
1:48 : Breaking up the lattice to reduce draw / discard calls
2:39 : Yes, but it's simpler
2:39 : Yes, but it's simpler
2:39 : Yes, but it's simpler
2:59 : Statically considering meshes
2:59 : Statically considering meshes
2:59 : Statically considering meshes
3:17 : Hoping the G-buffer may help with shadows
3:17 : Hoping the G-buffer may help with shadows
3:17 : Hoping the G-buffer may help with shadows
3:35 : Global Lattice performance implications
3:35 : Global Lattice performance implications
3:35 : Global Lattice performance implications
3:52 : Good for bigger bloxel cellular automata
3:52 : Good for bigger bloxel cellular automata
3:52 : Good for bigger bloxel cellular automata
4:21 : I don't think so
4:21 : I don't think so
4:21 : I don't think so
4:24 : You can ask the question again, if needed
4:24 : You can ask the question again, if needed
4:24 : You can ask the question again, if needed
4:28 : We're using uniform cubes as our voxels, you'd use dual marching cubes for smooth faces
4:28 : We're using uniform cubes as our voxels, you'd use dual marching cubes for smooth faces
4:28 : We're using uniform cubes as our voxels, you'd use dual marching cubes for smooth faces
4:43 : Managing the hybrid nature of our conference
4:43 : Managing the hybrid nature of our conference
4:43 : Managing the hybrid nature of our conference
5:17 : Rendering entities
5:17 : Rendering entities
5:17 : Rendering entities
5:43 : Effectively achieving instancing with a static mesh
5:43 : Effectively achieving instancing with a static mesh
5:43 : Effectively achieving instancing with a static mesh
6:14 : Roblox FPS montage1 and Global Lattice Voxel demo2 on the YouTube channel3
6:14 : Roblox FPS montage1 and Global Lattice Voxel demo2 on the YouTube channel3
6:14 : Roblox FPS montage1 and Global Lattice Voxel demo2 on the YouTube channel3
6:50 : Noise generation
6:50 : Noise generation
6:50 : Noise generation
7:03 : Hybrid management, repeating audience questions over the microphone
7:03 : Hybrid management, repeating audience questions over the microphone
7:03 : Hybrid management, repeating audience questions over the microphone
7:41 : LOD Lattice
7:41 : LOD Lattice
7:41 : LOD Lattice
8:22 : Rendering a chunk on the GPU
8:22 : Rendering a chunk on the GPU
8:22 : Rendering a chunk on the GPU
9:14 : One face for a slice of the world
9:14 : One face for a slice of the world
9:14 : One face for a slice of the world
10:03 : Extracting interaction positions from voxels
10:03 : Extracting interaction positions from voxels
10:03 : Extracting interaction positions from voxels
10:43 : Y is up
10:43 : Y is up
10:43 : Y is up
11:13 : Frustum Rotation
11:13 : Frustum Rotation
11:13 : Frustum Rotation
12:27 : You'd only see this smaller area of the world
12:27 : You'd only see this smaller area of the world
12:27 : You'd only see this smaller area of the world
13:04 : Rendering slabs and slopes
13:04 : Rendering slabs and slopes
13:04 : Rendering slabs and slopes
13:52 : Instancing memory to handle larger worlds
13:52 : Instancing memory to handle larger worlds
13:52 : Instancing memory to handle larger worlds
14:45 : Floating Point Precision
14:45 : Floating Point Precision
14:45 : Floating Point Precision
15:05Global Lattice Voxel Tech4
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15:05Global Lattice Voxel Tech4
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15:05Global Lattice Voxel Tech4
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Next: 'SDF Atlas'
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