- http://tulrich.com/geekstuff/chunklod.html
- http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter02.html
- http://acko.net/blog/making-worlds-1-of-spheres-and-cubes/
- http://organicvectory.com/index.php?view=article&id=48
- http://vterrain.org/LOD/
- http://www.gamasutra.com/view/feature/131841/continuous_lod_terrain_meshing_.php
- http://acko.net/blog/making-worlds-1-of-spheres-and-cubes/ ( and followups )
- http://organicvectory.com/index.php?view=article&id=48
- http://www.gamasutra.com/view/feature/3098/a_realtime_procedural_universe_.php
- http://vterrain.org/
- http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html
- http://experilous.com/1/blog/post/procedural-planet-generation
- http://organicvectory.com/index.php?view=article&id=48
- http://www.gamasutra.com/view/feature/131451/a_realtime_procedural_universe_.php
- http://vterrain.org/
- http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html
- http://www.gamedev.net/blog/73/entry-1832259-gpu-terrain-generation-cell-noise-rivers-crater/
- http://gamedev.stackexchange.com/questions/32828/procedural-terrain-using-3d-noise
- http://www.gamasutra.com/view/feature/131841/continuous_lod_terrain_meshing_.php
- http://vterrain.org/Atmosphere/
- http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/real-time-atmospheric-scattering-r2093
- http://www.gamedev.net/topic/638762-atmospheric-scattering-planet-rendering-oneil/
- http://www.gamedev.net/page/resources/_/technical/game-programming/real-time-realistic-cloud-rendering-and-lighting-r2273
- http://vterrain.org/Atmosphere/Clouds/
- http://prideout.net/blog/?p=64
- http://habib.wikidot.com/projected-grid-ocean-shader-full-html-version
- http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/realistic-natural-effect-rendering-water-i-r2138
- http://vterrain.org/Water/
- http://www.fxguide.com/featured/assassins-creed-iii-the-tech-behind-or-beneath-the-action/
- http://scrawkblog.com/2013/06/04/ocean-with-brdf-lighting-in-unity/
- http://www.keithlantz.net/2011/10/ocean-simulation-part-one-using-the-discrete-fourier-transform/
- http://www.keithlantz.net/2011/11/ocean-simulation-part-two-using-the-fast-fourier-transform/
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Physics API:
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PHYSX:
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JSBSIM:
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HAVOK:
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Fluids:
- http://blog.mmacklin.com/2010/11/01/adventures-in-fluid-simulation/
- http://http.developer.nvidia.com/GPUGems/gpugems_ch38.html
- http://physxinfo.com/news/11109/introduction-to-position-based-fluids/
- http://scrawkblog.com/2013/05/21/gpu-gems-to-unity-2d-fluid-simulation/
- http://en.wikipedia.org/wiki/Smoothed-particle_hydrodynamics
- http://prideout.net/blog/?p=66
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Explosions:
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Collision Detection: