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authorAaditya Dhruv <[email protected]>2026-01-31 15:46:50 -0600
committerAaditya Dhruv <[email protected]>2026-01-31 15:46:50 -0600
commit42401e4e1c34f9ddc7246550227281ec6aeeceac (patch)
treef9dc68a455f05257b1138702fb51d3ef6344ac03 /src/engine.h
parent7f13b0abaa76a5e90674d5733f8162f02ceab693 (diff)
Add face culling - drastic reduction in rendered faces
- Only render faces that are "visible" so - exposed to air essentially. - We also check a neighbor chunk to test if there is a block, and accordigly draw a face in the curr chunk
Diffstat (limited to 'src/engine.h')
-rw-r--r--src/engine.h3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/engine.h b/src/engine.h
index 567d9a5..413c74f 100644
--- a/src/engine.h
+++ b/src/engine.h
@@ -2,14 +2,13 @@
#include "window.h"
#include <ft2build.h>
#include "shader.h"
-#include "junk/vector.h"
// CHUNK_DISTANCE is essentially render distance, it shows you how many chunks
// around the user you can see
// The number of loaded chunks can be determined as follows:
// We want a square around curr_chunk, and a side of the square will be 1
// (center chunk) + 2 * CHUNK_DISTANCE (either side of center)
// loaded chunks = (1 + CHUNK_DISTANCE * 2)^2
-#define CHUNK_DISTANCE 5
+#define CHUNK_DISTANCE 0
struct engine {
struct window* window;