title: Manual frustum culling with three.js
body: <p>I'm working on a voxel game with three.js. For this, I need to generate as many chunk as required to fill the screen. Currently, I'm loading a circle of radius 20 around the player.</p>
  
  <p>What is the simplest way to compute the exact range of chunks required to fill the camera frustrum and avoid computing invisible chunks ?</p>
  
  <p>Every chunk has the exact same size (let's say we have a vector <code>size</code> with the correct value), and are at Y=0 (X and Z varying).</p>