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Description
I am wondering about: Render distance and how voxels and 'chunks' are worked for testing voxel chunk render distance with Voxel Engine, Voxel Game and Blocky Game in regards in 15.625 mm ^ 3 cubed scale cubic voxels and smooth voxels and the required real world RAM.
Example:
Minecraft voxel 1 m ^ 3 with a chunk being 16 m x 16 m x 384 mm
Distant Horizons of Minecraft with 4,096 chunk render distance rendering in a circle around the player.
I am working with 1,000 mm / 64 = 15.625 mm ^ 3 voxels that I ideally can use hybrid system of cubic voxels and smooth voxels with together as one.
I have done the math of converting the trillions of 1 m ^ 3 voxels possibly rendered at one time into ~16 m x 16 m x 384 m chunk render distance. ~4,096 chunks render distance in a circle of 16 m x 16 m x 384 m chunks of 1 m ^ 3 cubic voxels is roughly = ~8 chunks render distance of ~16 m x 16 m x 384 m chunk render distance in a circle of 16 m x 16 m x 384 m chunks of 15.625 mm ^ 3 cubic voxels in scale. This should be around 32+ GB of RAM or some say 10-12 GB of RAM or 16+ GB of RAM required depending on generating chunks / loading from pregeneration. It needs real world testing.
I am testing RAM requirements for how many 15.625 mm ^ 3 voxels (ideally cubic + smooth voxels hybrid system) I can render on a 32+8 GB RAM game dev PC. So far I only have blockygame to work with that only has be default cubic voxels and runs multiplayer testing.
I am looking for how to get a working blockygame MIT template that runs with Godot 4.5 .NET and has cubic voxels + smooth voxels so I can run stress tests with real world testing. These are a lot of details and should require lots of thinking and testing. Thank you for your kindness, best of luck and take care!