An experiment with multithreaded marching cubes which degenerated, as should have been expected, into an LV-426 simulator.
- Multithreaded marching cubes tesselator, using an octree space subdivision to reduce the space to march
- Simple OpenGL renderer, from first principles, no libraries or engines here
- Several volume primitive types, up to an infinite paging terrain with automatic spatially stable random reebling system
- Simple post processing stack, used for procedural sky and volumetric noise-based raymarched fog