This project was actually supposed to be just a small 3D animation video (which does happen with camera twine right when the game is launched) but I decided that was too boring and I thought i had enough time to experiment with making a simple minecraft clone.
I went way overboard with the graphics and since this was very early into my Unity experience and I had limited time to research and implement solutions for culling, instancing and dynamic meshes (I actually had to simulate only one layer of grass because every single block is getting rendered)
Also not only is my chunk algorithm messy - back then I thought it was a great idea storing every coordinate in a chunk - so there’s a huge buffer of block ids per chunk - I should’ve instead used procedural generation with changes applied on top which would save be both in memory and overall performance. There’s so much I’d change about it today but I’m happy this is running much better in today’s hardware… I hope.




Using highly detailed textures also didn’t help..
