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
VertexBuffers of the visible terrain for that chunk?
Thanks in advance!