Voxel Plugin
2.0p-304
2.0p-304
  • Home
    • Roadmap
    • Release Notes
  • Getting Started
    • Installing Voxel Plugin
    • Using MetaGraphs
      • Using the MetaGraph Preview
      • Finding the Right Nodes
      • Variables and Parameters
    • Step-by-Step Guides
      • Getting Started with Smooth Terrains
      • Getting Started with Blocky Terrains
      • Getting Started with Foliage
      • Getting Started with Materials
  • Landmass & MetaGraphs
    • Design Philosophy
      • What are Landmass & MetaGraphs
      • A Technical Exploration of MetaGraphs
    • Deep Dives into MetaGraphs
      • Passing Data to Materials
      • Working with Curves
      • Working with Landmass
        • Using Landmass Height Brushes
        • Scale and Resolution for Landmass Brushes
        • Complex Usecases for Landmass Brushes
      • Choosing the right Chunk Spawner
      • Using Height Canvases
      • MetaGraph Macros
      • Floats and Density
      • Buffers and Uniforms
    • Optimizing MetaGraphs
      • Utilities for Performant Graphs
      • Memory Usage & Render Performance
      • Profiling Generation Times
    • Extending MetaGraphs through C++
Powered by GitBook
On this page

Was this helpful?

  1. Landmass & MetaGraphs

Extending MetaGraphs through C++

This page is a stub. This means that the information on this topic will be significantly expanded in the future. What is currently on this page is an incomplete picture.

We don't currently have any documentation diving into low-level MetaGraph API, other than A Technical Exploration of MetaGraphs. We intend to write documentation on implementing basic new nodes, both pure C++ CPU node as well as ISPC and GPU-compatible nodes.

We also intend to cover when you should extend the graph with your own nodes, as using multiple stock nodes will often be dramatically faster than using a single pure C++ function to do the same.

PreviousProfiling Generation Times

Last updated 2 years ago

Was this helpful?