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https://github.com/eliasstepanik/voxel-simulation.git
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Disable chunk culling
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208da2dffa
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@ -1,6 +1,5 @@
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use bevy::app::{App, Plugin, PreStartup, PreUpdate, Startup};
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use bevy::app::{App, Plugin, PreStartup, PreUpdate, Startup};
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use bevy::prelude::*;
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use bevy::prelude::*;
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use crate::plugins::environment::systems::voxels::culling::{despawn_distant_chunks};
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use crate::plugins::environment::systems::voxels::debug::{draw_grid, visualize_octree_system};
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use crate::plugins::environment::systems::voxels::debug::{draw_grid, visualize_octree_system};
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use crate::plugins::environment::systems::voxels::queue_systems;
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use crate::plugins::environment::systems::voxels::queue_systems;
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use crate::plugins::environment::systems::voxels::queue_systems::{enqueue_visible_chunks, process_chunk_queue};
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use crate::plugins::environment::systems::voxels::queue_systems::{enqueue_visible_chunks, process_chunk_queue};
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@ -40,9 +39,8 @@ impl Plugin for EnvironmentPlugin {
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Update,
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Update,
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(
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(
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/* ---------- culling & streaming ---------- */
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/* ---------- culling & streaming ---------- */
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despawn_distant_chunks, // 1. remove too-far chunks
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enqueue_visible_chunks,
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enqueue_visible_chunks.after(despawn_distant_chunks), // 2. find new visible ones
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process_chunk_queue.after(enqueue_visible_chunks),
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process_chunk_queue .after(enqueue_visible_chunks), // 3. spawn ≤ budget per frame
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update_chunk_lods.after(process_chunk_queue),
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update_chunk_lods.after(process_chunk_queue),
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rebuild_dirty_chunks .after(process_chunk_queue), // 4. (re)mesh dirty chunks
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rebuild_dirty_chunks .after(process_chunk_queue), // 4. (re)mesh dirty chunks
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