Written in C# then converted to C++, this project consists of a point cloud renderer, an arbitrary rigid body physics system and a terrain generation algorithm.
See the video and talk below for more details.
Some more unique properties of this demo are:
Non-polygonal point cloud data, better represents non-differentiable geometry like anything natural
Continuous level of detail for all geometry
No far plane, for example the sun is 150 million kilometres away
Occlusion culling against all geometry
Dynamic lighting as earth rotates relative to sun
Single thread CPU based software renderer, no low-level optimisation
Despite the artwork, the terrain is not a height field and can be any geometry at all
Non-convex dynamic collisions of configurable softness, as seen when rocks hit the sand
Collisions of arbitrary size have equal cost
Volumetric clouds and correctly ordered translucent objects come for free: