Godot 4.3
I have been using the godot engine for some time now and have always wanted to make a voxel engine.
At first I tried it with box mesh instances, which of course cost me a LOT of performance.
Then I tried it with array meshs and got a really nice result. The only problem was the long freezing of my computer when loading or updating a chunk, which is a big problem for loading chunks or placing blocks…
Is there a way to dynamically update an array mesh or to read and draw the voxels each frame from an array instead of instantiating a mesh?
Hard to tell without seeing some of how you are doing this on the object and code level, how and when you are updating your chunks, and where the slow down is coming from.
Definitely a lot of tutorials on how to manage mesh chunking in worlds like this, but depending on the type of game you are making and where things might be going awry is hard to tell without some of that context.
One thing I’d recommend, if you haven’t done it already, is to write things into debug on how long any steps or functions take, when I did mesh chunking in projects like this, it’s surprising where the slow down is taking place, as there are a lot of steps and techniques to do something like this.
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