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Timeline for Voxel Performance

Current License: CC BY-SA 3.0

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May 23, 2017 at 12:37 history edited CommunityBot
replaced http://stackoverflow.com/ with https://stackoverflow.com/
Jan 30, 2017 at 5:03 vote accept user1152717
Jul 7, 2013 at 4:55 history tweeted twitter.com/#!/StackGameDev/status/353739049162379264
Jul 6, 2013 at 23:20 answer added Gustavo Maciel timeline score: 3
S Jul 6, 2013 at 23:19 review First posts
Jul 7, 2013 at 1:16
Jul 6, 2013 at 23:15 comment added House @GustavoMaciel All yours.
Jul 6, 2013 at 23:15 history reopened House
Jul 6, 2013 at 23:14 history edited House CC BY-SA 3.0
deleted 73 characters in body
Jul 6, 2013 at 22:28 comment added Gustavo Maciel @Byte56 I think the question is OK now, even answerable. -> Yeah, you should try to use as many batches as possible, that is, combining the more cubes you can, in the less vertex buffers you can. This is a good resource on the matter: 0fps.wordpress.com/2012/06/30/meshing-in-a-minecraft-game And to use more than one texture, you can use a texture atlas, or even multi-texturing, though atlas will give you the best performance!
Jul 6, 2013 at 22:14 review Reopen votes
S Jul 6, 2013 at 23:19
Jul 6, 2013 at 21:57 history edited user1152717 CC BY-SA 3.0
added 238 characters in body
Jul 6, 2013 at 18:38 history closed House Needs more focus
Jul 6, 2013 at 18:38 comment added House Welcome user, this is a very broad question, too broad for the site. You need to use a profiler and find out which parts of your code are slow. Try to improve those parts, if you're unable to, then come back here with a specific question about that part of your game. Make sure to include what you tried and why it didn't work.
Jul 6, 2013 at 18:23 history asked user1152717 CC BY-SA 3.0