From 42401e4e1c34f9ddc7246550227281ec6aeeceac Mon Sep 17 00:00:00 2001 From: Aaditya Dhruv Date: Sat, 31 Jan 2026 15:46:50 -0600 Subject: 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 --- src/engine.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/engine.c') diff --git a/src/engine.c b/src/engine.c index ab6cf92..314c4ed 100644 --- a/src/engine.c +++ b/src/engine.c @@ -59,7 +59,7 @@ int engine_init(struct engine *engine) { int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j }; world_get_chunk(engine->world, chunk_coord, &chunk); // Load chunk - chunk_load(chunk, chunk_coord); + chunk_load(world, chunk, chunk_coord); } } // Final step - Start the game @@ -101,7 +101,7 @@ void engine_update(struct engine* engine) { int chunk_coord[2] = { engine->curr_chunk[0] + i, -engine->curr_chunk[1] + j }; world_get_chunk(engine->world, chunk_coord, &chunk); // Load chunk - chunk_load(chunk, chunk_coord); + chunk_load(engine->world, chunk, chunk_coord); } } } -- cgit