{"push_id":1453809588,"size":1,"distinct_size":1,"ref":"refs/heads/AMS","head":"274744acf40e470b7168b0f2d80fb38614234792","before":"58e58252e652613fbfbf97d2af783f91bd37a2e8","commits":[{"sha":"274744acf40e470b7168b0f2d80fb38614234792","author":{"name":"Andrés Valencia Téllez","email":"00640e042f3d1c70816869b2e9ee6f0ebc840509@hotmail.com"},"message":"Better terrain sampling & shell-assisted terrain raymarching\n\n- Barycentric interpolation instead of bilinear interpolation to make\nthe raymarched terrain behave more like Unity's one.\n- Smooth terrain normals are still needed to achieve the desired look.\n- The raymarching algorithm now marches to an outer shell, and once it's\nreached, continues marching the terrain and boolean operators as before.\nThis accelerates quite a bit the first steps than the algorithm takes.","distinct":true,"url":"https://api.github.com/repos/amsgames94/RaymarchingExperiments/commits/274744acf40e470b7168b0f2d80fb38614234792"}]}
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