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IRC log for #minetest, 2020-01-15

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All times shown according to UTC.

Time Nick Message
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06:00 vapid does minetest actually do occlusion culling?
06:00 vapid i'm not sure if the wiki is outdated
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08:59 sfan5 vapid: it would be terribly slow if it didn't
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13:07 vapid but how
13:07 vapid i wanted to write a minecraft clone because i thought it would be an easy way to learn opengl
13:07 vapid however it runs terrible
13:08 vapid does minetest occlusion queries or something in software?
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13:32 sfan5 software
13:35 Calinou you need a few things for it to run fast:
13:35 Calinou - greedy meshing (don't render faces of blocks that are in solid ground)
13:35 Calinou - frustum culling (don't render what's behind the player)
13:35 Calinou - occlusion culling (that said, it's not important if you don't have caves)
13:35 Calinou - LOD (for large viewing distances)
13:35 Calinou oh, and don't duplicate materials unnecessarily. A texture atlas is often used in more efficient implementations
13:35 Calinou (though Minetest doesn't use one anymore)
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13:36 Calinou there are also tricks with VBOs (or was it VAOs?) to speed up rendering of special blocks like transparent blocks
13:36 Calinou https://0fps.net/ should give you more information on all this
13:37 vapid thanks
13:38 vapid already did the greedy meshing part
13:38 vapid tried to do frustum culling too but it's still not working
13:39 vapid and occlusion culling seems like the hard part
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