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Continuous Level of Detail

Various continuous Level-of-Detail algorithms combined into one project for the purpose of testing. One is similar to an implementation of clip-mapping. Another was taken from a Game Developer demonstration, though I don't think I ever finished its implementation.

I believe the most effective algorithm that came out of this was one that simply reduced distant tile sets by power-of-two and linearly blended vertices together between tile sets.

Download the Source Code Here
Download the Windows Binary Here
Source Code Dependencies M_System3D , M_Math3D , M_Foundation