Well thank you. I'll definitely have a closer look into that video, it may give me some optimisation ideas. For you I would definitely recommend this video here; https://youtu.be/CJ94gOzKqsM?si=4lDKOXsFtqMjkdhs maby not the best explanation video, but it gives an idea of what next steps to do. Also it's funny lol.
Triandon
Creator of
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Hello Lyon, sorry for the late response I was on a long road trip. Well your idea sounds really fun! I think that I won't add this as a default feature, cause of potential lag issues and the fact that the project would focus on realism in the later stages. However I could add this to be a optional option in the settings. Something called "dynamic chunks", lol. This really sounds interesting and fun, ill try to add something like this maybe in the next build. Cheers!
Hello Lyon, thank you for commenting on my project! The block "falling from the sky" may seem like they are falling, but they are just chunks that have not been loaded yet lol. And for some reason the order of loading makes so it looks like they are falling form the sky :O
What ideas did you have in mind, about expanding on the "block falling chunk gen". Cause when now I think about it, it sounds really fun.
And yeah, Happy New Year!
Yeah its really complex. I my self now, I had been rewriting my code over and over just to make it perform better. It feels like I am making spaghetti right now. Maybe should focus more one adding new features, instead of just using my whole free time to make a code that runs 5-8 fps faster.... :skull:
WOW That's genius! Now it makes sense how you did achieve it. What i tried were the greedy meshing system instead, but it still had some problems at long view distances. Ill can only imagine how much performance boost i will get with using both of the systems!
What are you plans for the feature? Do you plan to stop at one point? Or do you have bigger ambitions?
Hello again.
I had recently finished adding multi threading, in the test build 8. The system works by scanning the amount of cores that your cpu have, and assign a thread to each. The multi threading is manly used to generate chunk data;Terrain generation, and calculating mesh data. Later i run it on my main thread, with a queue system.
As for now ill got 25-30 fps with 64 render distance with my old 8th gen Cpu. It still isn't perfect but it works.
When it comes to the chunks. Its cubic system. I sat a fixed world size for now at 10 y and 200 x,z. But in theory you could go infinitely in all direction. And yeah the share amount of chunks can be sometime overwhelming. Reaching in hundreds of thousands! But later i plan to limit the y direction generation to the terrain generation height, and make so when a player moves over it, it generates a chunk. So y size = worldSize.y + player position over world size.y. This way i could save a lot of performance by not having to generate thousands of empty chunks.
What system do you use? I saw in your C++ project that you mentioned the view distance in kilometers of blocks. How do you achieve it, especially when a player moves.
Cheers!



