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Block rendering overlay system #58

Description

@Longor1996
  1. Rendering blocks is slow.
  2. Rendering tile-entities is slower.
  3. Rendering hundreds of them, which TC does and has to, is pure insanity.

The solution: Write a system for rendering cached models and effects per-block.

Use cases:

  • All the complex tile-entities that TC renders.
  • Custom blocks (yes).

Must have:

  • Must react quickly on block updates. No huge delays allowed.
  • Must allow alternate triggers for updating the geometry, like a (game)mode-switch.
    • Alternatively: Allow some parts of geometry to be flagged, so its only rendered if the flag is set in the renderer.
  • Continuous re-uploading of geometry to the graphics card is a very bad thing in a bandwidth intensive game like Minecraft, so the geometry must be cached.
  • Bounding boxes of chunks must expand if the geometry is too large.
    • Alternatively: Add a 'second layer' to it for very large geometry, like the connections between utility blocks. Blocks can then render as usual.
  • There should be no hard limits on the amount and looks of geometry.

Optionals:

  • Rendered geometry may need to be translucent. (?)
  • The system must not render hidden chunks, if possible.
  • Rendered geometry may have to be shaded (eg: lighting).

Activity

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