Ralith / Ralith/hypermine

Chunk LoD

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#64 3 comments 0 reactions 0 assignees View on GitHub

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enhancement performance visuals
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

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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