My attempt at writing a cubical voxel engine, experimenting with different data structures and meshing algorithms and learning stuff along the way
 
 
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EmaMaker a96c09df4b try new approach based on interval maps
they resolve the problems and the redundancies of interval trees, while giving a serius memory usage benefit (20% of the one used by interval trees in test scene)

test scene is a world made of a cube of sides RENDER_DISTANCE*2 with player at the center
2022-08-16 21:45:26 +02:00
gradle/wrapper initial commit 2022-08-08 23:37:16 +02:00
scripts/desktopDeployment initial commit 2022-08-08 23:37:16 +02:00
src/main try new approach based on interval maps 2022-08-16 21:45:26 +02:00
.gitignore add .gitignore 2022-08-11 16:35:01 +02:00
build.gradle initial commit 2022-08-08 23:37:16 +02:00
gradlew initial commit 2022-08-08 23:37:16 +02:00
gradlew.bat initial commit 2022-08-08 23:37:16 +02:00
settings.gradle initial commit 2022-08-08 23:37:16 +02:00