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This repository has been archived by the owner on Jan 29, 2024. It is now read-only.
Wouldn't work so well if smoothed voxel terrain were being used. However, the Dual Marching Cubes algorithm gets around that problem by using an octree to optimize the geometry.
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Greedy meshing would allow complex voxel worlds have much less complicated geometry when adding and removing blocks. Example
Details here on greedy meshing
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