I am currently developing my first 3D game for a school project, the game world is completely inspired by minecraft (a world completely made of cubes). I'm currently trying to improve performance by trying to implement vertex buffer objects, but I'm stuck, I have already implemented the following methods: reject, only draw open faces and reject distances, but I have the following doubts:
I currently have about 2 ^ 24 cubes in my world, divided into 1024 pieces of 16 * 16 * 64 cubes, now I am doing an immediate rendering of a mode that works well with the truncation segment, if I implement one VBO per piece, I need to update this vbo every time i move the camera (to update the truncation)? Is there any performance with this?
Can I dynamically resize each VBO? Or do I need to make each of the largest sizes (a piece completely filled with objects)?
Should I store each loaded fragment in memory or I could effectively delete this VBO and recreate it if necessary.
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