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Cuber

voxel based game

Techniques

  • brickmap of 8^3 volumes with empty bricks storing an SDF
  • palette compression of these 8^3 volumes to take the next 2^n bits necessary for indexing

Working priorities

hopefully getting most of this done in december.

  • building & destruction
  • brickmap of 64^3 octrees
  • more interesting worldgen
  • material variations or material groups
  • single light source + shadows
  • dynamic chunk and LOD loading/unloading
  • local lighting + shadows (non GI for now)
  • simple bounding box collions
  • loading + saving

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