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Today we’ll look at how to efficiently render a large terrain in 3D. We’ll be using WebGL to do this, but the techniques can be applied pretty much anywhere. We’ll concentrate on the vertex shader, that is, how best to use the position the vertices of our terrain mesh, so that it looks good up close as well as far away. To see how this end result looks, check out the live demo. The demo was built
This post is part of a series. For a listing of all the posts, as well as instructions on running the code, see here. The last couple of posts have been more about laying some foundations on how to graphically display output from our Go program in real-time, and have focused primarily on the networking side of things. So I thought it was probably only fair to play around some more with pretty pict
This post is part of a series. For a listing of all the posts, as well as instructions on running the code, see here. Turns out that despite all the shilly-shallying in the previous posts, we didn’t talk about one of Go’s most useful features, built-in concurrency implemented using go-routines and channels. Today seems like as good a day as any to give it a shot. Concurrency in Go Concurrency in G
This post is the first in a series. For a listing of all the posts, as well as instructions on running the code, see here. It is meant as an introduction to Go, by way of a bit of simple graphics processing. If you haven’t come across Go before, I’d encourage you to head over to http://golang.org to check it out, in particular going through the excellent online tutorial. At the very least you shou
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