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Replaces all chunk culling with a native tile-based replacement
https://github.com/burgerindividual/hypercull
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| common | ||
| fabric | ||
| gradle/wrapper | ||
| native | ||
| neoforge | ||
| .gitattributes | ||
| .gitignore | ||
| build.gradle | ||
| gradle.properties | ||
| gradlew | ||
| gradlew.bat | ||
| README.md | ||
| settings.gradle | ||
HyperCull
An attempt at a faster culling algorithm for Minecraft, built to slot into the existing architecture of the Sodium world renderer
This repository contains an implementation of tile-based culling, which was initially theorized by JellySquid. While only occlusion culling was considered in the original theory, this has been expanded to include tile-based implementations of fog culling, angle culling, and frustum culling successfully. Combined, the number of sections culled should be on-par with the current Java implementation, while being much more efficient.
Building
This project is not ready to be tested!
However, if you still would like to build the project, the following instructions are provided:
// TODO
Native Compiled Platforms:
linux-x64-avx2+fma
macos-x64-avx2+fma
windows-x64-avx2+fma
linux-x64-sse4_1+ssse3
macos-x64-sse4_1+ssse3
windows-x64-sse4_1+ssse3
linux-arm64
macos-arm64
windows-arm64
The Java code which loads the native library will automatically choose the best option of the above list for the system it's running on.
How it works
(TODO)