When to use Voxels (Performance Question)
Hi everyone,
i have a little question about performance and when to use voxels in a game instead of, for example, cubes.
To learn something new I wanted to create a little game like dungeon keeper. So I wrote a script which creates a grid of blocks and also spawns some rooms inside of it(cuts out a few blocks of the grid). Under the blocks i create tiles as ground.
When i create a grid of 100*100 blocks it still works fine, however i already see a little fps drop. Going up to 200*200 the fps goes down to like 9 when moving over certain areas of the grid. Since i place only normal cubes and have no scripts running, except for one to controll the camera, i did not expect any performance issues. But it seems that having around 80000 Gameobjects(Cubes and ground tiles) in the Scene is to much for unity(Seems weak to me, but who am i to judge :D)
So would it already be necessary to use some kind of voxel technology to achieve what i want? Or are there other things i could do, like deactivating gameobjects that are not the field of view?
-Edit, heres a Picture of how it Looks like if i start the "game" 
Answer by hexagonius · Mar 03, 2017 at 04:11 PM
minecraft uses a system that could work for you too. it generates meshes depending on which sides can be viewed at a time. think of chunks of 8*8 blocks.if there are none missing, it's one mesh with 64 squares on the top and depending on fixed or free view angle, 32, 16, or 8 on the side(s). if you regenerate a mesh on block change (digging), its the same performance cost for each chunk and an overall 1 drawcall if all faces of all chunks refer to the same texture atlas.I think even dungeon keeper did it that way, but with a little structure on the surfaces.
Thanks for the reply. I will look into that $$anonymous$$ecraft system. Seems like my method of spam$$anonymous$$g cubes was not a good approach.
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