Huge lag in voxel engine using lwjgl

everyone ! First of all, please excuse my english, i’m just a poor frenche programer who’s fighting for a project maybe a little to big for him. :smiley:

So, let me explain : I start developing a voxel engine using lwjgl. To do so, i implemented several class such as chunk, chunkManger (which of course manage all the chunks in the game) and of course cubes. There’s a lot more but this is the basics.

To draw my cubes i use VBO (Vertex buffer Object), the chunk have the main vbo an i update it for every cube i have to draw at each frame of the game. As you can think, it’s result of massive lags for nothing more than 400 cubes to draw. I’ve of course enable face-culling and i have a function that make sure to render only the visible cubes.

So me question is if anybody have the patience and the kindness to look at my sources (https://github.com/Akinesis/DinoSurvive/) and tell me what i do wrong (though i already have an idea why).

Well thank you for reading me and maybe thank you for helping me.

P.S: I’m not sure to be in the right section so sorry if i’m not.