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optimisations

A collection of 5 posts
OpenGL Particle Systems
particle Featured

OpenGL Particle Systems

This article details the changes in memory structure, algorithms and shaders that contributed to a performance increase in the Sector's Edge particle system.
Aug 17, 2021 — 11 min read
Particle Optimisations
optimisations Featured

Particle Optimisations

This article explains the optimisations made to the particle system in Sector's Edge that allow tens of thousands of particles to be ray-marched, buffered and rendered each frame.
Feb 21, 2020 — 10 min read
Optimised CPU Ray Marching in a Voxel World
voxel Featured

Optimised CPU Ray Marching in a Voxel World

This article explains how we optimised our ray marching algorithm that handles collision detection for tens of thousands of particles.
Jan 18, 2020 — 6 min read
Further Voxel World Optimisations
voxel Featured

Further Voxel World Optimisations

This article explains how we optimised chunk mesh generation down to 0.48ms per chunk.
Jan 11, 2020 — 5 min read
Voxel World Optimisations
voxel

Voxel World Optimisations

This article details the voxel mesh generation technique used in our game Sector's Edge.
Jul 29, 2019 — 10 min read
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