Did a fun little project to test out fable 5, using raylib and C++. Explore a procedural voxel fractal-inspired world to find artifacts and portals. I think its pretty cool.
Check it out (windows + linux, controller supported)
@FaxGameDev As the other reply said, forward rendering, everything off.
Running my own janky lighting solution too, which is probably the most important part. Shading is vastly simplified to just "distance = brightness". Was sick of lambert and pbr shading.
@zexziez I actually have considered a raymarching far field for distant LODs (what distant horizons does.) Would allow for 100k+ view distances easily.
Did a fun little project to test out fable 5, using raylib and C++. Explore a procedural voxel fractal-inspired world to find artifacts and portals. I think its pretty cool.
Check it out (windows + linux, controller supported)
@zexziez main thing is just good LODs (simple meshes far away) but there's some smaller tricks like good threading, greedy meshing, frustum culling, and etc, that help too.
Heres the LOD debug view (blue is LOD0, green LOD1, etc)