I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...
Real-time, high-resolution voxel raycasters tend to use one of the following optimising data structures in order to achieve interactive frame rates. What are the pros and cons to these, and what other ...
Playing around with creating minecraftish/lego world landscapes in Unity 3D (procedurally generated voxel landscapes with cubes), I'm finding that the meshes created for these landscapes take up a LOT ...