How to optimize a Minecraft-like Voxel system?

I have some demos (with source code) on how to use mesh manipulation to create culled voxel chunks.

In short, the performance bottleneck is in bge.
No need to actually use numpy or threading.
You should never use a cube instance for voxels.
Creating a culled mesh surface is the standard approach.

You can’t create polygons during gameplay, but you can have donor meshes which polygons can be rearranged into the desired mesh and texture coordinates.

Take BPR advice with a grain of salt…

have a blast! :slight_smile:

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