Added readme, removed thread sleep in render loop

This commit is contained in:
max
2026-03-24 22:47:13 +01:00
parent 177ee18f52
commit a0eccdf1a2
2 changed files with 18 additions and 1 deletions

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@@ -68,7 +68,6 @@ namespace Voxel.Core
Renderer.Render();
SwapBuffers();
Thread.Sleep(5);
}
protected override void OnFramebufferResize(FramebufferResizeEventArgs e)

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