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Voxel performance
I made a voxel based terrain out of normal cubes. The problem is the performance, I have about 2.5M verts... Is there a way to only render the visible sides of the cubes to improve performance?
You could try using cubiquity. From their docs: 'Using native-code allows for some significant performance and memory optimizations ...'
But, it only works on desktop. Also, I don't know how difficult it will be to convert your terrain to a voxel volume.
It depends largely on how your voxel trrain is generated. Typically, only the faces that are next to an empty space, and the chunks near the player are created.
Answer by AlwaysSunny · Jul 27, 2015 at 11:37 AM
Full cubes are not suitable for a voxel implementation. Having individual gameobjects per-cell is also not suitable. That's absolutely not an acceptable approach to voxels.
I suggest conducting a great deal of research on the subject before investing more time. There's a wealth of information on this subject, particularly since the "Minecraft clone" craze. You can't throw a rock in the game development community without hitting an article about a proper voxel implementation.
For example, there's this thread:
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