Actually one more question.
Would having one space per chunk be better than including everything in one massive space? Granted the cost of coding some kind of handoff between them.
Search found 4 matches
- Mon Feb 27, 2012 5:18 am
- Forum: Questions and Help
- Topic: Minecraft style terrain performance is suffering...
- Replies: 5
- Views: 6048
- Mon Feb 27, 2012 5:05 am
- Forum: Questions and Help
- Topic: Minecraft style terrain performance is suffering...
- Replies: 5
- Views: 6048
Re: Minecraft style terrain performance is suffering...
Ahh, so they weren't overlapping per se, but they were "sharing" faces (1.0 width on a 1.0 grid). By making the cubes slightly smaller I got another bump of speed!
I'll take a look at that thread and see if going down that path makes sense for my project.
Thanks!
I'll take a look at that thread and see if going down that path makes sense for my project.
Thanks!
- Sun Feb 26, 2012 7:26 pm
- Forum: Questions and Help
- Topic: Minecraft style terrain performance is suffering...
- Replies: 5
- Views: 6048
Re: Minecraft style terrain performance is suffering...
Ok, so it looks like at least a significant part of the problem was my hack for moving unused blocks away. I've replaced that with Add/Removing from the space and thats sped things up considerably. Still wondering if the CollisionGroups could help performance more...
- Sun Feb 26, 2012 7:54 am
- Forum: Questions and Help
- Topic: Minecraft style terrain performance is suffering...
- Replies: 5
- Views: 6048
Minecraft style terrain performance is suffering...
So I'm working on a minecraft style game using BEPU physics. All was well when I was the only thing roaming aroud my terrain, but I've started adding enemies and its going downhill quickly. Before I went off and randomly tried stuff to improve performance I figured I'd ask here. Roughly what I'm doi...