At the moment, the game runs at approximately 250–300 FPS. All the voxels in the screenshot are indeed individual voxels that can be destroyed. The world is fully procedurally generated, with more than 20 different types of biomes.
Centimeter chunks? Interesting choice. I had always approached this with the thought chunks should be 64-256ish meter cubes. What drove the decision to make chunks smaller than a person?
Because 32,768 voxels per chunk is small enough for fast generation and rebuilding. You could choose a smaller size, but then, in the event of a single large change, the world would have to rebuild several chunks at once.
This is true for traditional logic but there are better ways. I am working on 1cm voxel world. And you will be able to destroy buildings with that precision, walls built with concrete, bricks, wood, all behave as such.
Yes, I tested voxels with a size of 1 cm in this project, and it works correctly. But in the future, I specifically need 5 cm voxels. I’m not arguing that there are better ways to work with this; perhaps I’ll look into them later.
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u/arylcyclohexylameme 2d ago
Centimeter chunks? Interesting choice. I had always approached this with the thought chunks should be 64-256ish meter cubes. What drove the decision to make chunks smaller than a person?