Comments (2)
Perhaps use of a priority queue weighted from an expanding view cone may help?
e.g. Create vectors from the player’s position to each chunk, and compare that by angle of difference with the player’s view vector minus the y component; perhaps further augment it by distance from player?
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Related Issues (20)
- Column system HOT 1
- Region system
- Better SSAO
- Randomized/natural textures HOT 1
- Surface terrain generation optimization HOT 2
- Instability at high (+6) view ranges HOT 2
- Voxel occlusion culling
- Use Unity's built-in Vector3Int HOT 3
- Sprite Atlas/Texture2DArray HOT 1
- Strangeness regarding World.GetBlock()
- Empty chunks should have an air flag HOT 1
- Update mesh when destroying block HOT 8
- Are you accepting pull requests?
- Better default tile texture HOT 1
- Dynamic atlas
- Save to and load from disk
- Structure generation
- Better default terrain generation HOT 1
- Biome generation
- Lighting system
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