Question

As I have mentioned in a few previous posts I am creating a minecraft like engine thing.

I have seperated the terrain into regions, and only the regions which are in the camera's viewing frustum are rendered. When the vertex buffers of each region are bulit they check each block if they can be seen, if not the are not added to the buffer, in the case that they are, it checks which sides are not surrounded by other blocks and builds thoose faces. Also I have counter-clockwise culling enabled.

Could anyone suggest any other ways to increase performance (Note: that I haven't added index buffers yet but am only rendering using vertexbuffers)? The previous reason mentioned may be the reason for my low frame rate... And I would also like to know if adding indices to this engine would increase performance.

I also don't think this has anything to do with memory allocation.

EDIT: Ok, I have implymented index buffers, performace has greatly increased but I still think it could be increased even more...

Was it helpful?

Solution

In times like this, we turn to a Profiler :) I would suggest CLR and SlimTune (Thanks A-Type). Depending on which .NET Framework you're using, you would download the appropriate one. Then you can find out where your bottlenecks are and where you should be focusing your attention instead of stabbing in the dark.

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