Let's pick up the pace with our meshing code, and unclog our rendering bottleneck with some incredibly smart algorithms that generate better meshes in less time for the most important voxels only.
Technical Fluff article on greedy meshing: https://fluff.blog/2023/04/24/greedy...
chapters
0:00 Intro
0:08 Game name proposal!
0:45 Overview
1:19 What to optimise?
1:49 Separation of concerns
2:49 Overview of greedy meshing
4:22 Overview of binary meshing
6:42 Binary meshing for voxel stacks
7:30 Binary meshing for consecutive rows
9:12 Congratulations!
9:45 Time to get rejected
10:16 Empty chunk rejection
10:44 Empty mesh rejection
11:00 Occlusion culling discussion
11:35 Calculating visibility through chunks
12:12 Fast visibility checks
12:51 Caching & chunk visitation
13:28 Performance notes
14:23 Gridbased visibility algorithm
18:37 Outro
links
Mastodon: https://elttob.uk/go/masto/'>https://elttob.uk/go/masto/
Everything else: https://elttob.uk/