Metaverse Renderer 2D: LOD Rings & Frustum Wedge
Top-down 2D simulation of view-frustum culling and distance-based level-of-detail: drag to orbit a camera around a world grid of thousands of nodes and watch the frustum wedge and LOD rings decide, in real geometry, which nodes render at high, low or impostor detail and which get culled.
Persistent virtual worlds — the metaverse's core rendering problem — can't afford to draw every object at full fidelity from every camera angle. This top-down simulator lays out a real grid of thousands of world nodes and runs the two algorithms that make large scenes tractable in real time: view-frustum culling, computed here as a genuine angular wedge test around the camera's facing direction, and distance-based level of detail, which swaps each node between a 320-triangle, 20-triangle and 4-triangle stand-in depending on how far it is from the camera. Every slider and toggle changes the real per-frame culling/LOD math; drag the map to orbit the camera by hand, or let it auto-fly. The stats strip beneath the map reports the actual triangle count, visible/culled split and FPS this exact math is costing.
Top-down 2D simulation of view-frustum culling and distance-based level-of-detail: drag to orbit a camera around a world grid of thousands of nodes and watch the frustum wedge and LOD rings decide, in real geometry, which nodes render at high, low or impostor detail and which get culled.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install