In the Ogre3d forum, when I search for "minecraft", I see lots of references to PolyVox. As far as I understand the topic, the common tenor is this:
* placing lots of textured cubes into a scene kills performance, even with an octree
* having 16 different shades of lighting increases "batch" runs, and therefore kills performance too.
* better is it to not render cubes at all, but to use PolyVox or something else to extrace the faces of the cubes, triangulate them and render just them.
The other day I stumped upon "Minetest",
http://celeron.55.lt/~celeron55/minetest/. This program is quite special, compared to all the other minecraft clones I saw before:
* it's open source, not just a imgur or youtube demo, see
https://bitbucket.org/celeron55/minetest/overview* It has "endless" terrain with on-the-fly procedural terrain generation.
* It displays cubes from a long range as well. Climb to a hill and look near the horizon. You can see veeeery far.
* it can display a huge landscape, even non non-3D-hardware. I have a Pentium 4 PC with 3 GHz without any NVidia/ATI/whatever hardware and using software Mesa or the Irrlicht-Software renderer I still 10 to 20 FPS, depending on which rendering engine of Irrlicht I used.
Unfortunately, my 3D programming and math skills are at best mediocre. I can't really say that I already understand what Minetest does with it's cube. But I'm quite confident that there is no "marching cube" or similar surface extraction algorithm used.
So the question is: how/why is this beast so fast?