C# XNA: Effecient mesh building algorithm for voxel based terrain ("top" outside layer only, non-destructible)
- by Tim Hatch
To put this bluntly, for non-destructible/non-constructible voxel style terrain, are generated meshes handled much better than instancing? Is there another method to achieve millions of visible quad faces per scene with ease? If generated meshes per chunk is the way to go, what kind of algorithm might I want to use based on only EVER needing the…