Devlog #1: Base renderer & Multi-threading


• The world in YNL – Vozel is built from chunks (16×16), each chunk is divided vertically into 32 sections (16×16×16 in size).

• Render Distance controls how many chunks are visible in each direction. The total visible chunks at once is: (RenderDistance * 2 + 1) ^ 2

• Chunk meshing is handled using the Unity Job System, allowing multithreaded processing for better performance.

• Chunks are processed in parallel, then grouped into batches until the entire render area is generated.

• For now, meshes are built in the simplest way: by manually adding vertices and triangles, then rendering them through a MeshFilter component on a GameObject.

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