The project is frequently cited in the DS homebrew community for its efficient memory management. By implementing aggressive culling (not rendering blocks that are out of sight) and optimized data structures, Dscraft achieved playable frame rates on a system never intended for complex 3D voxel rendering.
Automatically generates plains, cliffs, forests, and caves.
The project is frequently cited in the DS homebrew community for its efficient memory management. By implementing aggressive culling (not rendering blocks that are out of sight) and optimized data structures, Dscraft achieved playable frame rates on a system never intended for complex 3D voxel rendering.
Automatically generates plains, cliffs, forests, and caves.