RustingCraft starts the way every block game starts: a field of grass, and a block under the crosshair that has to go away when you click it.
What was built
- A 9 × 9 chunk field of gentle grass hills, meshed by game code into 16 × 16 × 16 sections with face culling, a texture atlas and Minecraft-style ambient occlusion at every vertex.
- Walking with WASD, running with Shift, jumping with Space, and mouse look. Collision is a box against the voxel grid, written in the game, not in the physics engine.
- Left click breaks the block under the crosshair, right click places stone. The changed section is meshed again and uploaded in the same frame.
What it measured
Release build, RTX 3060, headless 1280 × 720:
| Measure | Result |
|---|---|
| Mesh one 16³ section | 0.06 ms (budget 2 ms) |
| 81 chunks, frame p95 | 3.5 ms |
| 225 chunks, frame p95 | 5.5 ms |
| GPU p50 at 225 chunks | 0.45 ms, 185k triangles |
What broke, or still looks wrong
- The sky is flat dark blue with no fog, so the edge of the world ends in a hard line.
- Distant grass shimmers into noise: the atlas has no mipmaps yet.
- It is one endless grass plain. No stone, trees or water. That is M1.
M0 took four of its six planned iterations.