Hello,
this is my first post in the Terasology Forums. I like your Project alot. I know that this it is currently in the pre alpha state. So there is alot of work going on concerning the engine and the rendering of the world( beside alot of other things). From what i have seen the Mesh generation is currently using culling methods to only render the visible surfaces of each cube. Are there any plans to reduce the vertices count further by greedy meshing,monotone polygones or any other method for mesh simplification. I have come across this Website http://0fps.wordpress.com/2012/07/07/meshing-minecraft-part-2/which is covering this subject specifically. There are also links to the implementations of the discussed methods using Java Script. I know that these methods may bring some other problems with them (for example calculating the ligthning for the merged Faces or triangles) but it may be worth considering them since they are reducing the vertices count alot. Maybe its still to early to think about ways to optimize the rendering but I still hope you find this helpfull.
this is my first post in the Terasology Forums. I like your Project alot. I know that this it is currently in the pre alpha state. So there is alot of work going on concerning the engine and the rendering of the world( beside alot of other things). From what i have seen the Mesh generation is currently using culling methods to only render the visible surfaces of each cube. Are there any plans to reduce the vertices count further by greedy meshing,monotone polygones or any other method for mesh simplification. I have come across this Website http://0fps.wordpress.com/2012/07/07/meshing-minecraft-part-2/which is covering this subject specifically. There are also links to the implementations of the discussed methods using Java Script. I know that these methods may bring some other problems with them (for example calculating the ligthning for the merged Faces or triangles) but it may be worth considering them since they are reducing the vertices count alot. Maybe its still to early to think about ways to optimize the rendering but I still hope you find this helpfull.