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user91796
user91796

One solution that is used in voxel-based engines is to compact zones of blocks into bigger block-zones, thus reducing the draw calls.

Let's take a 10x10x10 cube full10x1x10 surface of blocks. The engine compacts itYou could compact this into 1 single cubecube instance and drawing will only be called oncesend that information to the gpu, instead of sending 100 block's info.

Of course you'd need to loop the textures instead of resizing them, and you may bump into other problems, but I'll let you expand on that idea by yourself.

One solution that is used in voxel-based engines is to compact zones of blocks into bigger block-zones, thus reducing the draw calls.

Let's take a 10x10x10 cube full of blocks. The engine compacts it into 1 single cube instance and drawing will only be called once.

Of course you'd need to loop the textures instead of resizing them, and you may bump into other problems, but I'll let you expand on that idea by yourself.

One solution that is used in voxel-based engines is to compact zones of blocks into bigger block-zones, thus reducing the draw calls.

Let's take a 10x1x10 surface of blocks. You could compact this into 1 single cube instance and send that information to the gpu, instead of sending 100 block's info.

Of course you'd need to loop the textures instead of resizing them, and you may bump into other problems, but I'll let you expand on that idea by yourself.

Source Link
user91796
user91796

One solution that is used in voxel-based engines is to compact zones of blocks into bigger block-zones, thus reducing the draw calls.

Let's take a 10x10x10 cube full of blocks. The engine compacts it into 1 single cube instance and drawing will only be called once.

Of course you'd need to loop the textures instead of resizing them, and you may bump into other problems, but I'll let you expand on that idea by yourself.