Zeke Foppa
Zeke Foppa
Let's add information to the timing output that tells us what percentage of total program time is spent in each area.
Add a noclip mode switch, where space/shift move the player vertically and gravity is disabled
"Occlusion culling" means preprocessing your render data in a way that lets you not render large chunks of it. Voxels are particularly well-suited for this. http://procworld.blogspot.com/2015/08/voxel-occlusion.html
The octree is a fixed size. Make it expand to fit whatever's inserted.
Think harder about the [vertex placement code](https://github.com/bfops/playform/blob/9d15d6019e8395ad638916e43823fd6e083dcfbc/server/terrain/generate.rs#L80-120). A sphere should look relatively regular.
We'll "lose" smaller details as we load lower LOD voxels, as described in [Procworld's lean trees post](procworld.blogspot.com/2013/08/lean-trees.html). Think about how to keep those details until they're no longer relevant.
We need to be able to generate lower-LOD voxels from higher-LOD ones. It doesn't matter when we're generating the voxels from a field, but it **does** matter once users can...