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Chunk culling for more performance.

Open eddyb opened this issue 9 years ago • 9 comments

While there is a clever algorithm (that Minecraft vanilla has recently started using), it's also possible to handle "trivial rejects" by projecting the corners of each chunk and skipping those that have all corners outside of the screen.

eddyb avatar Aug 22 '14 23:08 eddyb

Closed by 7ff66e37e4855be2f7ab3c57ac5b707ccf3b2808

bvssvni avatar Sep 01 '14 13:09 bvssvni

This is the fancy algorithm https://tomcc.github.io/2014/08/31/visibility-1.html.

eddyb avatar Sep 02 '14 09:09 eddyb

This is done.

bvssvni avatar Oct 24 '14 15:10 bvssvni

I haven't looked too closely, but I wonder if this idea has anything to offer? Does hematite currently skip rendering of chunks that are occluded by, for example, a mountain?

bfops avatar Oct 24 '14 17:10 bfops

@bfops Not as far as I know. I am moving stuff to gfx_voxel, so I opened up an issue https://github.com/PistonDevelopers/gfx_voxel/issues/3

bvssvni avatar Oct 24 '14 17:10 bvssvni

@bvssvni how is it done? I reopened because it hasn't been implemented yet - so far we just have a hacky frustum culling technique. @bfops I believe the method vanilla uses, and described in the blog post linked above, will handle that, or at least some forms of it.

eddyb avatar Oct 25 '14 09:10 eddyb

any progress on this?

Mhowser avatar Mar 05 '20 20:03 Mhowser

I wonder if we should archive the repository, since I haven't had time to work on this for years and I don't think any major development has happened since.

eddyb avatar Mar 06 '20 13:03 eddyb

Might be best to put something in the README, at least. There's a chance someone will come along and want to take up the reins of the project.

atheriel avatar Mar 08 '20 17:03 atheriel