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Meshing in a Minecraft Game – 0 FPS

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The last post I wrote on Minecraft-like engines got a lot of attention, and so I figured it might be interesting to write a follow up. This time I’ll try to tackle a different problem: One of the main innovations in Infiniminer (and Minecraft) is that they use polygons instead of raycasting to render their volumes. The main challenge in using polygons is figuring out how to convert the voxels into polygons efficiently. This process is called meshing, and in this post I’m going to discuss three different algorithms for solving this problem. But before doing this, we first need to say a bit more precisely what exactly meshing is (in the context of Minecraft maps) and what it means to do meshing well. For the sake of exposition, we’ll consider meshing in a very simplified setting: I hope you are convinced that making these assumptions does not appreciably change the core of the meshing problem (and if not, well I’ll try to sketch out in the conclusion how the naive version of these

The last post I wrote on Minecraft-like engines got a lot of attention, and so I figured it might be interesting to write a follow up. This time I’ll try to tackle a different problem: Meshing One of the main innovations in Infiniminer (and Minecraft) is that they use polygons instead of raycasting to render their volumes. The main challenge in using polygons is figuring out how to convert the voxels into polygons efficiently. This process is called meshing , and in this post I’m going to discuss three different algorithms for solving this problem. But before doing this, we first n

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