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authorAaditya Dhruv <[email protected]>2026-01-31 03:22:27 -0600
committerAaditya Dhruv <[email protected]>2026-01-31 03:22:27 -0600
commit7f13b0abaa76a5e90674d5733f8162f02ceab693 (patch)
treee280ad2a4a881e79d2519f2558dcab6a36d5b389 /src/world.h
parent0c3e1f450f591d871c2779504b4113daf891fd1b (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.h4
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];