DwarfPunk: Close-Up Inspection of Shell Quads & Per-Patch LOD Continuity
eipporko
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DwarfPunk: Close-Up Inspection of Shell Quads & Per-Patch LOD Continuity
30 просмотров · 2 нед. назад
eipporko
53 подписчика
30 просмотров · 2 нед. назад
Technical graphics devlog recorded on March 3, 2026, performing close-up boundary verification and Level of Detail (LOD) checks on Dwarf Punk's Shell Texturing grass system:
👉 Project overview: https://dwarfpunk.com
When tiling procedural ground geometry using a grid of instanced quads, the most common visual failure points are edge seams, gaps between adjacent tiles, or ugly planar self-intersections across uneven terrain slopes.
This video takes a close-up camera pass right down at ground level to inspect the mesh alignment and verify that the per-patch LOD scaling works seamlessly without breaking visual continuity:
1. Quad Seam & Alignment Verification:
Close-up inspection of how adjacent quad patches meet across undulating terrain.
Verifying edge continuity: ensuring neighboring quads align flush with each other, leaving zero visible cracks, tears, or missing coverage where tiles meet.
Checking that extruded shell layers do not produce unwanted intersection artifacts or height mismatches at the borders.
2. Verifying Per-Patch LOD in Action:
Close inspection of distance-based layer reduction on a per-patch basis.
Observing patches transition from high-density layer counts (up close to the camera) down to fewer active slices further away.
#DevLog #DwarfPunk #ThreeJS #WebGL #Shaders #GLSL #ShellTexturing #GrassShader #LOD #GameDev #IndieDev