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PlanetTechJS is an open-source JavaScript library built using vanilla THREE.js, for creating and editing planets at scale

License: Other

JavaScript 100.00%
atmosphere-scattering glsl hydraulic-erosion noise noise-generator planet-generator planets procedural-generation procedural-noise procedural-terrain procedural-textures terrain-editor threejs webgl webgpu

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planettech's Issues

Decentralized 'Minecraft' .. we might need you

Hey.. since I could not find any contact details...

We've been creating decentralized minecraft running atop of our very first
decentralized operating system.

https://twitter.com/gridnetproject

How cool is that?

we could extend this towards inter-planetary 'minecraft' sort of a game as well...

Would be wonderful to have you abord!

Let's get in touch?

Of course all incentives would be in place, we've got financing available.

My Telegram handle: @Rafal_GRIDNET

Regards,
Rafal Skowronski
CEO of GRIDNET Technologies LLC
[email protected]
Mobile: +48 600 454 394
tel/fax: +48 (61) 665 2963
Department of Computer Science
Poznan University of Technology
Conference Center, Room 5

Task

  • Texture Streaming: load in a multiple small texture at different resolution for each quad.
  • Batch Mesh: create hundreds of quads in one draw call for each level.
  • Unit Test : give confidence that things will work as intended when refactoring, adding, and optimizing code.
  • Octtree: space partitioning.
  • Graph: relationships.

Frustum culling off

Right now frustum culling off because the culling happens too early. Need to get the correct bounding sphere for each quad so the camera knows the quad is inside the camera frustum.

WebGPU edge seams

WebGPU causes edge seams between each face to be more dramatic compared to that of WebGL

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