So I already do frustum culling, tho it has some bugs. I also cull unseen face and have a bitwise greedy mesher. If you know any other techniques to improve performance I would love to hear them (I am also thinking of adding occlusion culling when caves become a thing but I havent figured that out yet). And I have implemented a scene system in the engine and some simple ui rendering so settings and menus are definitly comming a well!
@@varumchapteroneCould you not perform some sort of occlusion culling on whole chunks? Not sure if it would be easy in practice but it seems simple enough in my head
@@justsomeguy3267 i mean full invisible chunks generate no mesh -> they are skipped in the rendering, same for air chunks. So yes what you are saying is simple in practice 👍
Try to make your game cull unseen chunks and add a settings ( where you can change resolution, shadows, and render distance) also w video
So I already do frustum culling, tho it has some bugs. I also cull unseen face and have a bitwise greedy mesher. If you know any other techniques to improve performance I would love to hear them (I am also thinking of adding occlusion culling when caves become a thing but I havent figured that out yet). And I have implemented a scene system in the engine and some simple ui rendering so settings and menus are definitly comming a well!
@@varumchapteroneCould you not perform some sort of occlusion culling on whole chunks? Not sure if it would be easy in practice but it seems simple enough in my head
@@justsomeguy3267 i mean full invisible chunks generate no mesh -> they are skipped in the rendering, same for air chunks. So yes what you are saying is simple in practice 👍
@@varumchapterone oh cool
cool video ale kámo ta czengliština 💀
prave sem si rikal
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