From 7f13b0abaa76a5e90674d5733f8162f02ceab693 Mon Sep 17 00:00:00 2001 From: Aaditya Dhruv Date: Sat, 31 Jan 2026 03:22:27 -0600 Subject: 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 --- src/world.c | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/world.c') diff --git a/src/world.c b/src/world.c index 41fdd17..4ce248b 100644 --- a/src/world.c +++ b/src/world.c @@ -5,7 +5,7 @@ #include // LOAD_DISTANCE determines how many chunks are loaded on world creation -#define LOAD_DISTANCE 4 +#define LOAD_DISTANCE 10 int world_init(int32_t seed, struct world** world) { srand(seed); @@ -13,8 +13,8 @@ int world_init(int32_t seed, struct world** world) { memset(wld, 0, sizeof(struct world)); wld->seed = seed; //TODO: Improve loading here - for (int i = 0; i < LOAD_DISTANCE; i++) { - for (int j = 0; j < LOAD_DISTANCE; j++) { + for (int i = -LOAD_DISTANCE; i <= LOAD_DISTANCE; i++) { + for (int j = -LOAD_DISTANCE; j <= LOAD_DISTANCE; j++) { struct chunk* chunk; int coords[2] = { i, j }; world_get_chunk(wld, coords, &chunk); -- cgit