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Stop chunking together voxels. #170
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I'm working on this on the chunkless branch. |
Load/unload state is tracked per-edge instead of per-chunk. Loading is noticeably slower. The client |
Load speed improved. |
The mesh seams are bigger in this branch |
Two blocking issues:
|
Edge loading seems fixed.. load speed is still bad. |
Edge unloading still broken |
I think the problem has to do with when edges from a higher LOD don't have corresponding edges in a lower LOD (ones going through the middle of a lower-LOD voxel). The code that used to downgrade chunk LODs should be responsible for this now. |
The chunk unloading logic is also broken. |
I think edge reloading is fixed (there was a bug in rust-isosurface-extraction), but chunk/edge unloading logic is still shaky. Also framerate and load speed are bad. |
Brushes are broken too |
They can still be requested/delivered in blocks if there are performance motivations, but less of the code should care about the concept of terrain blocks/chunks, and care only about voxels. Mesh extraction works on arbitrary edges now, so it can be done at the voxel level.
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