World optimization: level one

This is an old ar­ti­cle from 2011. I was a kid. I learned a lot since then, so please do think twice when tak­ing ad­vice from me as a kid.

One of my last posts was about back face culling. This was be­cause of my per­for­mance prob­lem while try­ing to ren­der 130 000 blocks smooth­ly. I al­so said I was go­ing to op­ti­mize the world da­ta a lit­tle bit be­fore ap­ply­ing shaders (I didn’t know I was al­ready us­ing the stan­dard OpenGL shaders ;) ).

Well… I did! I am now on­ly ren­der­ing vis­i­ble blocks, what means that Mi­neshoot­er is now faster than even be­fore I in­creased the map height. I am not go­ing to make own shaders yet, though. I don’t like how my world looks like, so I al­ready start­ed to make the map gen­er­a­tion work with a height-map.

But I prom­ise to learn how to write shaders with GLSL af­ter I op­ti­mized the world-da­ta to lev­el 2 (mak­ing a mesh out of each chunk).

(btw: Got some re­al­ly fun bugs. I will post a few very soon!)

This post was im­port­ed from tum­blr

Tumblr

Archived blog posts from squareys.tum­blr.com.