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Indie developer builds software occlusion culling for voxel game 'Block Game'

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GoKawiil Brief

A solo developer working on a Minecraft-style voxel game called Block Game (working title) implemented a custom software occlusion culling system to improve rendering performance, particularly on weak integrated GPUs like the Radeon Vega 8. The developer reports the system runs in roughly half a frame at 60 FPS, culling 50-60% of chunks above ground and up to 95% underground, pushing framerates above 400 in cave scenes.

Why It Matters

GoKawiil's interpretation of the reporting above, not reported fact.

The project illustrates how solo or small-scale developers can achieve meaningful performance gains through custom-built, conceptually simple culling techniques rather than relying on complex existing algorithms, especially for voxel-based games with axis-aligned geometry. This could make ambitious block-based games more accessible on low-end or integrated hardware, though the developer notes the approach has some known edge cases where it fails.

Key Takeaways
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Source: enikofox.com — Eniko Fox, 2026-09-27

Published there as: “Software occlusion culling in Block Game”

Read the original report → The summary and analysis above are GoKawiil's own, written from reporting by the source above. Facts and quotes belong to the original publisher.