Hi all,
I’ve been working on a simple Voxel engine for the last few days, to experiment with 3D in MonoGame. Now I’ve come to the stage where I would like to optimise the rendering performance and reduce memory footprint when drawing neighbouring chunks. At the moment I am using 1 VertexBuffer
per cube, I’ve done some research into the topic and some people have mentioned that they use 1 VertexBuffer
per cube face (6 per cube), does this result in better performance (with culling and other techniques)? or would it be better to minimise and combine the VertexBuffer
s of the visible terrain for that chunk?
Thanks in advance!