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I got a bit tired of my simple heightmap-based planets and decided to experiment with generating them using the This time we follow the excellent tutorial and code from Made using C++, SDL and GLEW This is a simple implementation of the ' This uses a generated case-table rather than a manually built (or more commonly copy-pasted) one. The triangulation is simple ... This demo demonstrates performance of my own implementation of Everything's been moved into a compute shader and things are finally starting to look like something usable! Performance isn't ...
This is my first stab at procedural voxel terrain with
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Last Updated: June 3, 2026
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