Devlog 04:
After some more optimizations I am now able to render quite a large region. The problem that now arrises is the amount of buffers used. Every chunk at the moment uses 6 buffers and QRhi just cant handle this. The next approach to fix this is to switch from QRhi to Vulkan to gain more control and implement a solution that can work for far larger render distances.
Optimizations:
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Devlog 03:
Voxel Worlds are hard :(
What I did:
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Devlog 02:
After too many hours, I now finally got a codebase, that can do efficient rendering of chunks using QRhi under Qml.
To achieve this the hardest parts were:
The picture currently shows one 32x16x32 stone chunk rendered with different colored faces.
If you have any questions feel free to comment <:
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Devlog 01:
Tried a lot with QRhi and Qt Quick 3D but always had problems with optimization and different threads accessing different things and bing blocked by operations.
New try with QRhiWindow to stay in c++ for the whole 3D pipeline.
Allready learned a lot about 3D rendering and optimization.
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