Hey! I’ve been working on a voxel game for some time and it’s been great using JME The issue is, my engine, when rendering 1024x1024x512 voxels uses almost 2 gigs of memory – something which is easily fixable if I can remove mesh information on the CPU side while letting it stay on the GPU side.
I don’t know how to do this. I’ve looked over the forums and I know there’s been hints of using the destroyBuffer() method from BufferUtils, but it clears all my terrain from the scene and renders garbage!
Any help with this? If I can solve this issue, my engine should only use about a gig of memory for the closest voxel storage.