Meshing chunks or custom culling for every voxel?
I am writting a Minecraft clone. I have a blocky world divided into 16x16x16 chunks
The question is, should I create gameObjects for chunks, and construct their texture and mesh using some algorithm, that I am not sure how would I write (triangles for the mesh would have to be generated) and pass render it. Also chunk updates would be rather slow, since I would have to recount the whole chunk each time.
Or.
Add every loaded object/block as gameObject with it's own mesh and texture and use custom culling with some type of raycast (maybe I could use shader?), that would determine if the object/block can be seen, and then render it?
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