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Changes when it was structs were not propagating because things were passed by value rather than reference. This meant that the face culling wasn't applying, and all blocks had all faces culled unless they were freshly-placed. I opted to stick with classes for now, but that was the issue.


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Try change default Facing value from none to something else. If this value is established for all the blocks you get it just does not change where it should. Perhaps you pass a block as a parameter and change its value Facing inside the method.


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There are two obstacles you need to deal with in order to achieve similar quality like the one in the image, the first is artistic and the second is technical (memory, processing). First I assume that you already solved your artistic problem, you can make the models, the art and the shaders etc. (Partially because I can't answer art problems) The major ...


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This is achieved by interpolating ramps between cubes of different height. When you have a scenery like this (seen from the side) # #### ## ############ you would add polygons to make it look like this: /#\ /####\ /##\ ############ An algorithm to calculate these ramps is the marching cubes algorithm. When you want it to be even more beautiful, ...


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The assumption is that like Minecraft, you are only doing lighting that runs perpendicular to sea level, i.e. straight up/down as if the sun is always at midday... you only increase the relative contrast between sunlit and shadowed voxels from dawn to midday, and reduce it from midday to dusk. But the raycast angle is always directly downward, no matter the ...


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I can't think of a way to do it wherein you don't revisit nodes...and this is because of the pseudo-radiosity created by the light propagation. In essence, you could have a node closer to one "light source" than another, but lit by both. If you only visit it once, you might wind up with the incorrect lighting value. However, this is only if you are allowing ...



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