Monthly Archives: July 2013

Texture atlases, wrapping and mip mapping

Today I want to write about what is probably the single most common question that gets asked regarding greedy meshes.  Specifically: How can greedy meshes be texture mapped? One naive solution might be to create a separate texture for each … Continue reading Continue reading

Posted in Miscellaneous | 17 Comments

Ambient occlusion for Minecraft-like worlds

It has been a while since I’ve written about Minecraft-like games, and so today I figured I’d take a moment to discuss something which seems to come up a lot in online discussions, specifically how to implement ambient occlusion in … Continue reading

Posted in Programming, Voxels | 15 Comments