
sneaky voxel engine heightmap render distance trick
I'm making a voxel game with bevy and rust, and decided to implement a sneaky trick to increase the render distance without much performance overhead. A huge subdivided mesh that only need to sample the voxel world about 1 or 2 times per chunk (depending on how much detail I want)
#shorts










![[๊ฒ์ ๊ฐ๋ฐ ์ผ์ง 114] ๊ฒ์ฌ vs ์๋ฉดํ ๋ผ #๊ฒ์ #1์ธ๊ฐ๋ฐ #indiedev](https://img.youtube.com/vi/UNyDHsZ1wlA/hqdefault.jpg)


![[๊ฒ์ ๊ฐ๋ฐ ์ผ์ง 107] ๋๋ฃ ์ํ์ฐฝ ์์ #๊ฒ์ #1์ธ๊ฐ๋ฐ #indiedev](https://img.youtube.com/vi/bzDUNSWHYyU/hqdefault.jpg)
![[๊ฒ์ ๊ฐ๋ฐ ์ผ์ง 113] ๊ฒ์ฌ vs ์ฌ๋ผ์ #๊ฒ์ #1์ธ๊ฐ๋ฐ #indiedev](https://img.youtube.com/vi/vTAMt9AavGE/hqdefault.jpg)
![[2D ๊ฒ์ ๊ฐ๋ฐ ๊ฟํ ์๋ฆฌ์ฆ] ํ๋กํ์ผ๋ฌ ํ๊ฒ](https://img.youtube.com/vi/HvgllFbrBIg/hqdefault.jpg)



































































































































































































