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.
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.
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.
voxel Featured Further Voxel World Optimisations This article explains how we optimised chunk mesh generation down to 0.48ms per chunk.
voxel Voxel World Optimisations This article details the voxel mesh generation technique used in our game Sector's Edge.