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Chunk culling for more performance. #73

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eddyb opened this issue Aug 22, 2014 · 9 comments
Open

Chunk culling for more performance. #73

eddyb opened this issue Aug 22, 2014 · 9 comments

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@eddyb
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eddyb commented Aug 22, 2014

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.

@bvssvni
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bvssvni commented Sep 1, 2014

Closed by 7ff66e3

@eddyb
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eddyb commented Sep 2, 2014

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

@eddyb eddyb reopened this Sep 2, 2014
@bvssvni
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bvssvni commented Oct 24, 2014

This is done.

@bvssvni bvssvni closed this as completed Oct 24, 2014
@bfops
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bfops commented Oct 24, 2014

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?

@bvssvni
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bvssvni commented Oct 24, 2014

@bfops Not as far as I know. I am moving stuff to gfx_voxel, so I opened up an issue PistonDevelopers/gfx_voxel#3

@eddyb
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eddyb commented Oct 25, 2014

@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 eddyb reopened this Oct 25, 2014
@Mhowser
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Mhowser commented Mar 5, 2020

any progress on this?

@eddyb
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eddyb commented Mar 6, 2020

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.

@atheriel
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atheriel commented Mar 8, 2020

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.

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