Chunk LoD
Nobody has claimed this yet.
- Dominant language
- Rust
- Stars
- 202
- Forks
- 22
- Avg merge
- 6h 8m
- Merged PRs (30d)
- 7
Description
As of #63, we're GPU bound on weak hardware. Using simplified geometry for distant chunks could help alleviate this. A very simple approach would be to run marching cubes on entire chunks, such that each chunk is a single cell, containing only a few triangles. Challenges include:
- Preventing geometric gaps between LoD levels
- Addressing the discontinuity between boxy and smooth terrain (if we retain boxy voxels)
- Texturing the topologically very distinct geometry (if we retain boxy voxels)
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Begin by reading issue #63 and locating the existing marching-cubes and chunk-generation entry points. Done means reducing GPU work on weak hardware while preventing gaps between LoD levels and addressing the boxy/smooth transition and texturing concerns; no file or test is named, so the scope needs maintainer guidance.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev, performance
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100