Recent research and engine research on World of Warcraft has completed:
1. Reading of terrain formats and implementing second-level dles (World of Warcraft's DLE policy), asynchronous and synchronous loading of ground small objects, and Alpha gradient of ground small objects with distance
2. Texture and shader of terrain rendering, although not the final effect, no highlights
3. The preliminary reading and display of the WMO architecture format has not been processed for the situation and some details of multiple textures.
4. occlusion processing when the model enables the alpha state
5. Rendering optimization, video memory control, and resource cache Processing
The solution to each problem is a process of constant exploration and attempts. The following problems are to be solved:
1. instance rendering of Small and Medium-sized terrain objects to optimize asynchronous loading and rendering processes
2. Study the portal Algorithm in WMO format to see how World of Warcraft makes scenario division in indoor scenarios
3. Further analysis of terrain and architectural formats, including sky, fog, small objects, and water
4. Bug fixes and further increases Program Efficiency
Below are several current jobs: