so my tesselation code with one bigh mesh was more optimized then yours chunk meshes
nice, now imagine how much optimizations you get with chunks + create walls
I read about that from a guy who experimented with openGL 4 and phyton, I thought it makes sens, lets do this instead of using cubes, since using cubes you have too many faces there that are never visible…
as you saw in my code 256x256x128 is possible, and you can probably go even higher then that, perhaps 300x300x128. Notice also that memory usage is not that crazy, I get around 500MB, same as minecraft which is not bad, you can go up to 1.2 gb before java crashes, it doesn’t deal so good with higher memory even if you specify in Xmx1024m…
What can also be optmized here is to remove the walls you see when you go outside of the terrain, you can remove 4 walls, since player will never see them, you don’t need them there…