Is your feature request related to a problem? Please describe.
To develop a robust voxel engine that can support discrete blocky materials and natural, smooth terrain, foundational systems must be established. The engine should be extensible, high performance, and capable of both grid-based and density-based voxel representations.
Describe the solution you'd like
This feature should establish core systems for a voxel engine supporting:
- Generic voxels (blocky, discrete materials)
- Terrain voxels (density fields for natural landscapes)
- Smoothed voxels (continuous surfaces via Marching Cubes or Dual Contouring)
The initial implementation should provide:
- Data structures for different voxel types
- Chunk management for spatial partitioning
- Meshing pipeline hooks to support future LOD, streaming, and editing features
Tasks
Requirements & Notes
- Meshing must run off the main thread via Jobs + Burst.
- Code should be structured for extensibility (future LOD, streaming, editing).
- Keep chunk size configurable (default 32³).
- Use
Half (fp16) for density to balance precision and memory.
- Mesh generation can be minimal (cubes + basic Marching Cubes), but must demonstrate both blocky and smooth paths.
Is your feature request related to a problem? Please describe.
To develop a robust voxel engine that can support discrete blocky materials and natural, smooth terrain, foundational systems must be established. The engine should be extensible, high performance, and capable of both grid-based and density-based voxel representations.
Describe the solution you'd like
This feature should establish core systems for a voxel engine supporting:
The initial implementation should provide:
Tasks
Voxelstruct with density, material ID, and flagsChunkclass with chunk coordinates, voxel storage, and mesh referencesMeshFilter/MeshColliderRequirements & Notes
Half(fp16) for density to balance precision and memory.