Devlog #1.1: 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.
YNL - Vozel (Devlog)
Minecraft-inspired project with optimized voxels, procedural biomes, and advanced shaders in a fantastical world.
Status | In development |
Author | Yunasawa |
Tags | application, Unity, Voxel |
More posts
- Devlog #2.3: Burst-compatible biome proceducer1 day ago
- Devlog #2.2: Minecraft-like biome generation1 day ago
- Devlog #2.1: Procedural Noise in Action2 days ago
- Devlog #1.4: Voxel-style Ambient Occlusion6 days ago
- Devlog #1.3: Hidden-face Culling11 days ago
- Devlog #1.2: Exploring Rendering Methods11 days ago
- Devlog #0.1: Control UIs, ToolTab & ToolViewDec 29, 2024
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