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voxel's Issues

infinite terrain

Infinite terrain with loading / deloading of chunks would be nice

Terrain cannot be updated after startup

Ideally, terrain generation should support seed/chunk manipulation after startup.
Terrain should regenerate if changes are found, otherwise it should stay the same.

Improve Code Documentation

Code documentation is extremely lacking and should be a lot better to allow for understanding.
Some of these scripts are gnarly, so better documentation would really help down the line.

Remove extra vertices from chunk meshes

Occurs during chunk mesh generation
Multiple occurrences of the same vertex exist in a chunk. This could be improved by making triangles share vertices, instead of creating new ones.

Better terrain generation

Better terrain generation can be achieved by layering multiple types and strengths of noise.
This will allow for the generation of more natural landscapes, as opposed to the current swiss-cheese style landscape.

improve chunk mesh algorithm

chunk mesh algorithm can be improved by only storing vertices visible from the outside. This should also make it less likely for the 65536 vertices limit to be hit.
voxels completely inside of the mesh can be discarded entirely.

Adaptive charcter spawn

Character should attempt to find the most suitable location when spawning in.

Ideals:

  • as close to the middle of the map as possible (in terms of X, Y, and Z position)
  • on top of a solid block

Camera Zoom

zoom camera (potentially by decreasing FOV)

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