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voxels's Issues

Avoid Mesh Readback with this one simple trick they don't want you to know about!

Hey, so I'm looking around this project and the code, and for the most part, it's pretty good.
I saw that you wrote "...I'm sure my implementation can be improved, too. That being said, my whole GPU-based approach might be suboptimal in the first place since I have to read back the mesh to the CPU."
If you have some free time, look into my solution for this: rendering the meshes with Graphics.DrawProceduralIndirect, and to do collision entirely using the volumetric data that I generate and keep on the CPU. That way there is no communication between the two units other than sending my dense & packed volumetric data to the GPU.

Now I did make some mistakes while implementing my system (and I might change that in the following day). I tried to batch my chunks using Graphics.DrawProcerualIndirect and all of that but it didn't quite work as expected and it can be actually slower sometimes.

I know that Nel's Meor has a radically different approach, where the physics is also done on the GPU itself, but that requires running the whole game on the GPU and I'm not really a big fan of that.

Caves!

Hi,
Just installed your voxel engine, I know you're providing it free, thank you.
As part of academic research in HCI for immersive analytics I've been trying to get a specific environment, your engine might be ideal for it.
SO far I was only able to create the cave system I need using this library:
https://assetstore.unity.com/packages/tools/particles-effects/fastnoise-70706
I managed to use 2 layers of noise to create something similar to:
https://www.youtube.com/watch?v=Df4Hidvq11M
but with larger caves interspersed.
I was wandering if you had time to consider how practical it would be to plug that noise library into your voxel engine.
Regards,
Sergio.

Save and Load?

Hi,

Thanks so much for sharing your project with the world!

Just wanted to ask, do you have any advice for storing and loading changes done in the editor?

Chunks

Is it possible to generate chunks on all axes?

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