World42 is a high-performance, multithreaded planet rendering engine that leverages a quadtree structure to dynamically manage Levels of Detail (LOD) for planetary surfaces. The project uses Web Workers for heavy geometry calculations and a floating-origin system to maintain precision even at vast distances.
World42 is designed to render detailed, textured planetary surfaces with efficient LOD management. It uses a custom quadtree structure to subdivide the planet's surface and dynamically update patches based on the camera's distance and movement. By offloading geometry calculations to Web Workers, the engine maintains a smooth, responsive user experience.
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Dynamic LOD Management:
Efficiently subdivides and replaces patches based on camera proximity to ensure high detail where needed. -
Multithreading with Web Workers:
Offloads intensive geometry computations to separate threads for improved performance. -
Floating-Origin System:
Uses a floating-origin camera system to maintain precision over large distances. -
Optimized Quadtree Structure:
Organizes planetary patches in a hierarchical quadtree, allowing for fast LOD updates and rendering. -
Custom Shader Materials:
Applies shader-based materials to patches for realistic texturing and lighting effects.
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Clone the repository:
git clone https://github.com/bpodwinski/World42.git cd World42