Added readme, removed thread sleep in render loop
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@@ -68,7 +68,6 @@ namespace Voxel.Core
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Renderer.Render();
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SwapBuffers();
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Thread.Sleep(5);
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}
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protected override void OnFramebufferResize(FramebufferResizeEventArgs e)
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18
README.md
18
README.md
@@ -0,0 +1,18 @@
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# Voxel Engine Reference
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C# / OpenTK 4 Voxel Engine (Minecraft clone).
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## Core Systems
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- **Rendering**: SSBO-based (Shader Storage Buffer Objects) for packed face data and GPU meshing.
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- **Data**: 1D Flat arrays for blocks, bitwise indexing for speed.
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- **Updates**: Dirty-flagging for chunk and neighbor mesh rebuilding.
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## Key Links
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- [Collision & AABB](https://medium.com/@andrebluntindie/3d-aabb-collision-detection-and-resolution-for-voxel-games-5fcbfdb8cdb4) - Voxel-specific physics resolution.
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- [Minecraft Jump Physics](https://www.mcpk.wiki/wiki/Jumping) - Movement constants and logic.
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- [OpenTK Learn](https://opentk.net/learn/) - OpenGL bindings and setup.
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## Performance Notes
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- Use `UpdateNeighborsAtBoundary` to mark adjacent chunks dirty.
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- Call `RebuildDirtyChunks` at the end of the update loop.
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- Avoid per-block `GL.BufferSubData` calls, batch into one SSBO update.
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