camera dist: — facing: —
drag to orbit

Metaverse Renderer 2D: LOD Rings & Frustum Wedge

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.