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Chunk culling for more performance. #73
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Closed by 7ff66e3 |
This is the fancy algorithm https://tomcc.github.io/2014/08/31/visibility-1.html. |
This is done. |
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? |
@bfops Not as far as I know. I am moving stuff to gfx_voxel, so I opened up an issue PistonDevelopers/gfx_voxel#3 |
any progress on this? |
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. |
Might be best to put something in the |
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.
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