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:
- Greedy Meshing
- Frustum Culling
- Fully async chunk and mesh generation
- Removing faces that are facing away from the player
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