Benjamin Saunders

Results 1005 comments of Benjamin Saunders

A fix here will likely have a *massive* benefit to terrain rendering performance, as right now the overwhelming majority of rendered triangles are hidden.

Off the cuff, I think it would be reasonable to mark chunks generated with incomplete margins, and regenerate them when new margin data becomes available. We could also just perform...

> mark chunks generated with incomplete margins, and regenerate them when new margin data becomes available Simpler approach: whenever voxel data for a chunk is first populated, invalidate surface extraction...

Probably! I forget if there was a realistic plan to make this work any better than using a command buffer, though. It's a pretty un-ergonomic API.

Concrete use cases are particularly important because they can help inform the exact shape the API could take to solve a specific problem.

Bevy is exploring [a similar effort](https://github.com/bevyengine/bevy/pull/623), which may at least provide inspiration. Of particular interest is the introduction of dynamic *components*, treated as plain fixed-length data associated with a custom...

Another compelling idea from bevy: define a space of `ComponentId`s independent of `TypeId`s, map from `TypeId`s to `ComponentId`s for conventional use, and allow explicit allocation of `ComponentId`s for dynamic cases....

Some of the interfaces discussed here could be applied to those problems, yeah. See also the draft in https://github.com/Ralith/hecs/pull/202, which has been successfully applied to Lua, which should be a...

Cool; please do leave feedback in the PR regarding its usefulness to you!

My current vision for this has three parts. These don't need to all be solved simultaneously, but care is required to ensure they'll fit together in the end. ### Dynamic...