Made it possible to simulate 10-100 million blocks by only rendering visible faces of voxels. This is possible due to the discrete nature of voxels, potentially visible faces can be precomputed per chunk and only require updates when placing and breaking blocks.
Prevented lag spikes caused by world generation by multithreading. This allowed the expensive task of world generation to be done in the background allowing the main thread to focus on render and player movement.
Improved visual with voxel based ambient occlusion. With voxels I was able to precompute ambient occlusion with a few neighboring voxel lookups. This is because with voxels we can easily look up nearby voxels that would cause ambient occlusion.
You can contact me at brevin.bell0@gmail.com
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