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Stop chunking together voxels.

Open bfops opened this issue 10 years ago • 11 comments

They can still be requested/delivered in blocks if there are performance motivations, but less of the code should care about the concept of terrain blocks/chunks, and care only about voxels. Mesh extraction works on arbitrary edges now, so it can be done at the voxel level.

bfops avatar Nov 03 '15 19:11 bfops

I'm working on this on the chunkless branch.

bfops avatar Feb 09 '16 01:02 bfops

Load/unload state is tracked per-edge instead of per-chunk. Loading is noticeably slower. The client SurroundingsLoader is still working on chunks, which might be part of the reason.

bfops avatar Feb 09 '16 01:02 bfops

Load speed improved.

bfops avatar Feb 09 '16 19:02 bfops

The mesh seams are bigger in this branch

bfops avatar Feb 09 '16 19:02 bfops

Two blocking issues:

  • Load speed is still noticeably slower
  • Edges aren't properly unloaded!

bfops avatar Feb 09 '16 23:02 bfops

Edge loading seems fixed.. load speed is still bad.

bfops avatar Feb 10 '16 15:02 bfops

Edge unloading still broken

bfops avatar Feb 11 '16 21:02 bfops

I think the problem has to do with when edges from a higher LOD don't have corresponding edges in a lower LOD (ones going through the middle of a lower-LOD voxel). The code that used to downgrade chunk LODs should be responsible for this now.

bfops avatar Feb 12 '16 03:02 bfops

The chunk unloading logic is also broken.

bfops avatar Feb 17 '16 18:02 bfops

I think edge reloading is fixed (there was a bug in rust-isosurface-extraction), but chunk/edge unloading logic is still shaky. Also framerate and load speed are bad.

bfops avatar Feb 18 '16 03:02 bfops

Brushes are broken too

bfops avatar Mar 04 '16 23:03 bfops