Ok, let’s say i have Voxel Grid 16 x 16 x 16 which is 4096 parts, let’s say that i want to optimize both rendering and generation of those voxels, i considered greedy meshing but i understood it wouldn’t be very good idea, especially when i want to make those voxels change a lot due to rain or plants growth ect.
Do you have any idea how can i increase performance for both generation and rendering?
Use chunking, cull invisible faces, and combine adjacent voxels dynamically. Precompute updates, use meshes for static sections, and minimize physics calculations for better performance.
combining is not possible without cost of slower generation, which is crucial disadvantage, idk if chunking will give something because 16x16x16 4x4 x4 stud parts wouldn’t be that much to hide from what i understand
Also what is precomputed update? because i never heard about that
Precomputed updates mean doing calculations or data processing ahead of time, not during runtime. For your voxel grid, precomputing things like terrain changes or textures can improve performance by reducing work during gameplay