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haven't thought of an actual name yet

optimizations used:

  • vertex pulling - uses an ssbo instead of a vao/vbo to store data
  • greedy meshing - combines faces of voxels if they're the same
  • multi-draw - draws all chunks in 1 draw call using glMultiDrawElementsIndirect
  • cpu backface culling - don't tell gpu to draw faces that will never be seen by camera
  • frustum culling - frustum culling

optimizations i want to use:

  • gpu frustum and occlusion culling
  • level of details
  • quadtree/octree chunks for better frustum and lods stuff
  • efficient multi-threading for stuff like meshing/chunk generation
  • look into vulkan at some point

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Voxel game coded in rust using OpenGL

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