griffi-gh / kubi

Multithreaded voxel engine made with wgpu, a.k.a another attempt at ripping off Minecraft (with multiplayer networking)
MIT License
18 stars 1 forks source link

Why use opengl and not bevy like you older project ? #15

Closed Gandalf-Le-Dev closed 7 months ago

Gandalf-Le-Dev commented 7 months ago

I found your other project using bevy and I can see this one is not using bevy anymore. Can you explain why you switched to opengl ?

griffi-gh commented 7 months ago

1) i don't need a whole engine just to render some simple voxel meshes.

2) more control over stuff, as I'm fully controlling the draw calls. It actually makes it easier to implement e.g. culling or optimize the rendering (i could use indirect rendering and stuff)...
...even though the render distance is currently bottlenecked by the chunk generation speed and not gpu performance... (more specifically, by sheer amount of chunks since i switched to cubic chunks)

3) i wanted to mess with something lower level

i actually want to rewrite it in wgpu (because glium is pretty much dead and only receives minor-ish updates), but I'm working on other stuff right now. (my rust ui library (which is actually used in this game) and c# stuff)

i'm planning to return to this project eventually, i also need to clean up netcode etc

also i think questions like this are more suitable for email or discord, not github issues