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.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src/world.h') 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 -#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]; -- cgit