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You could try to just make visible surfaces render, the computer handles block data in the background, while the renderer only works with what you see. 8x8 chunks would be easier for it to handle.


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The problem with resolving collisions of an entity with voxels in an arbitrary order is that a collision with a voxel edge may be detected before a collision with a face which would have happened earlier. In this diagram a sphere is sliding along a voxel floor (right to left). Its velocity vector (blue) has a downwards component due to gravity. If collision ...


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When you remove a node, take any solid nodes attached to it and do a connectivity test between each pair. If any of the solid nodes that were once connected to the solid node you just removed are no longer connected, then removing that node has just created two separate objects. This algorithm isn't affected by the size of the grid, but rather the size of ...



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