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/world.h | |
| 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/world.h')
| -rw-r--r-- | src/world.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/world.h b/src/world.h index ec0328b..a447d8e 100644 --- a/src/world.h +++ b/src/world.h @@ -1,8 +1,8 @@ #pragma once #include "chunk.h" #include <stdint.h> -#define WORLD_LENGTH 6 -#define WORLD_WIDTH 6 +#define WORLD_LENGTH 32 +#define WORLD_WIDTH 32 struct world { struct chunk* chunks[WORLD_WIDTH][WORLD_LENGTH]; |
