max-mapper / max-mapper/voxel-engine
frustum culling chunks?
Open
Nobody has claimed this yet.
- Dominant language
- JavaScript
- Stars
- 1.3k
- Forks
- 217
- PR merge metrics
- No merged PRs in 30d
Description
when looking at the draw call previews in the WebGL inspector in newer Chrome i'm seeing a lot of draw calls for things that aren't in the view frustum.
apparently three.js has built in frustum culling but I imagine we could do it better if we did it manually?
Contributor guide
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
Start by reproducing the excess draw calls in the WebGL inspector and read three.js's built-in frustum-culling behavior. The issue does not name source files or tests; the work would need a defined approach for chunk culling and a way to verify that out-of-view chunks no longer generate draw calls.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript, three.js
- Domain
- computer-graphics, performance
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100