YNL - Voxelaria
Documentation
1: Procedural mesh generation
1.1: Single mesh generation
Voxel mesh details
Voxel texturing
1.2: Multiple mesh generation
Use Jobs/Burst
2: Performance optimization methods
2.1: Chunk-based management
2.2: Burst compiler
2.3: Jobs system
2.4: Dynamic Chunk Loading
3: Memory optimization methods
3.1: Existence-based meshing
3.2: Greedy meshing
3.3: Visibility culling
3.4: Level of details (LOD)
3.5: Texture Atlasing (with Texture Array)