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Re:Meshing in a Minecraft Game (2012) by bajsejohannes on Thursday July 04, 2013 @06:23PM (#5992689)
Because there are order of magnitude differences between rendering each voxel in a dense landscape compared to just the borders.

Consider a cube of 10x10x10 voxels. They each have 6 sides, so that's 6000 quads to render. If we only render the sides that can possibly be visible, that's 6 sides on the cube times 10 * 10 voxels on each side, totalling 600 quads.

I'm sure the creatures are not treated like this; they're just meshes.

Re:Meshing in a Minecraft Game (2012) by andrewflnr on Friday July 05, 2013 @04:52PM (#5996704)
AFAIK culling like that is standard in any mesh-based 3D engine, and most minecraft landscapes aren't uniform enough to benefit from the adjacent-face merging described. Standard 3D engines handle landscapes with way more polys than I can imagine fitting into a minecraft screen. I don't see what the big deal is here.