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This question was closed Jul 27, 2015 at 11:37 AM by AlwaysSunny for the following reason:

Duplicate Question

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Question by 91378246 · Jul 27, 2015 at 11:08 AM · fpsperformancevoxel

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?

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avatar image the_genius · Jul 27, 2015 at 11:29 AM 0
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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.

avatar image Cherno · Jul 27, 2015 at 11:34 AM 0
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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.

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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.

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avatar image Cherno · Jul 27, 2015 at 12:34 PM 0
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For example, there's this thread:

After playing $$anonymous$$ecraft...

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