# Correct/performant way to build my own mesh/geometry?

**URL:** <https://forum.babylonjs.com/t/correct-performant-way-to-build-my-own-mesh-geometry/18782>\
**Category:** Questions\
**Created:** [March 1, 2021, 4:53am UTC](https://forum.babylonjs.com/t/correct-performant-way-to-build-my-own-mesh-geometry/18782 "2021-03-01T04:53:31Z")\
**Posts on this page:** 1\
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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [April 27, 2023, 6:43pm UTC](https://forum.babylonjs.com/t/correct-performant-way-to-build-my-own-mesh-geometry/18782/8 "2023-04-27T18:43:12Z")

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I think the problem is to call `createVertexBuffer` at each frame (maybe several times). It would be better to create the vertex buffer once and update it (with `ThinEngine.updateArrayBuffer`, which uses `bufferSubData`), but I don’t know if this is possible, I don’t know this voxel engine.

On the other hand, do you know [Divine Voxel Engine - Voxel Engine Made With Babylon.js - Alpha 1.0 Out Now](https://forum.babylonjs.com/t/divine-voxel-engine-voxel-engine-made-with-babylon-js-alpha-1-0-out-now/30591) ? Maybe it could be an alternative choice.

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