I'm always curious how much optimisation is required for these big voxel engines.
I assume since all voxels are the same size you can just batch draw them but even so there is going to be a lot within viewing distance that may be invisible.
Are they all just assigned to an octtree and then culled against the view frustum or do you really need some clever occlusion culling?
I assume since all voxels are the same size you can just batch draw them but even so there is going to be a lot within viewing distance that may be invisible.
Are they all just assigned to an octtree and then culled against the view frustum or do you really need some clever occlusion culling?