Ralith / hypermine

A hyperbolic voxel game
Apache License 2.0
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Chunk LoD #64

Open Ralith opened 4 years ago

Ralith commented 4 years ago

As of #63, we're GPU bound on weak hardware. Using simplified geometry for distant chunks could help alleviate this. A very simple approach would be to run marching cubes on entire chunks, such that each chunk is a single cell, containing only a few triangles. Challenges include:

Ralith commented 4 years ago

transvoxel presents an elegant solution for LoD boundary stitching with marching cubes.

Ralith commented 4 years ago

This should not be addressed before #41, which will reduce the number of triangles rendered dramatically and shift the bottleneck.

Ralith commented 6 months ago

@patowen's benchmarking currently indicates that the rendering time for voxels is utterly insignificant compared to CPU costs, so we should not invest in chunk LoD for the foreseeable future.