For example, raycasts run in constant time, so you can load up a massive world and it will just work, without optimization, as quickly as a tiny world.
If someone has some more time to try this out, the layer images of the 6502 processor here might make a good world to play around in:
http://www.visual6502.org/images/6502/layers_index.html (that site appears down/intermittent currently, but archive.org has copies.)
That article is great - though (after looking at the shadertoy version https://www.shadertoy.com/view/MdXXz2) I didn't know that WebGL didn't have an XOR operation. Is that true? Does anyone know more about that?
For example, raycasts run in constant time, so you can load up a massive world and it will just work, without optimization, as quickly as a tiny world.
If someone has some more time to try this out, the layer images of the 6502 processor here might make a good world to play around in: http://www.visual6502.org/images/6502/layers_index.html (that site appears down/intermittent currently, but archive.org has copies.)