diff options
| author | Aaditya Dhruv <[email protected]> | 2026-01-31 03:22:27 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-31 03:22:27 -0600 |
| commit | 7f13b0abaa76a5e90674d5733f8162f02ceab693 (patch) | |
| tree | e280ad2a4a881e79d2519f2558dcab6a36d5b389 /src/camera.c | |
| parent | 0c3e1f450f591d871c2779504b4113daf891fd1b (diff) | |
Rework chunk rendering to get a 100x performance boost!
- Switching to semi-chunk mesh rendering just 100x the framerate, it was
running at around 100fps for 3 CHUNK_DISTANCE, and pushing it above
would make it drop to 30. Now it runs at 9000 frames per second with
CHUNK_DISTANCE of 8, probably can push it even more
- What is bizarre is this is just from the reduction in draw calls,
I still need to implement face culling for invisible blocks (simple)
and frustrum culling (using AABB) or maybe octrees
- Block is way way more simplifed, it's just metadata about a coordinate
in the chunk block array
- All rendering and mesh generation code is handled by chunks. There is
a VAO, single VBO and EBO for each chunk. The data buffer is loaded
into the GPU with a chunk_load, and it stays like that until it is
loaded again. chunk_load is called if we move chunks, in
engine_update. Here we unload existing chunks, then load the new ones
Diffstat (limited to 'src/camera.c')
| -rw-r--r-- | src/camera.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/camera.c b/src/camera.c index 7a23a17..cbea1ff 100644 --- a/src/camera.c +++ b/src/camera.c @@ -56,7 +56,7 @@ void camera_move(struct camera *camera, enum DIRECTION move) { // Right hand rule - this will be on the righ (positive) glm_vec3_crossn(unit_direction, camera->up, unit_direction); } - float scale = 0.2f; + float scale = 0.8f; glm_vec3_scale(unit_direction, scale, unit_direction); glm_vec3_add(camera->position, unit_direction, camera->position); } |
