feat: voxel engine with worldgen, async streaming, and render stability - #3
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- Add dynamic job re-prioritization when player moves to new chunk - Upload 4 meshes per frame instead of 1 for faster chunk appearance - Skip processing jobs for chunks now out of range (stale job culling) - Increase worker threads: 4 gen threads, 3 mesh threads - Remove render distance cap (was 32) for experimentation
…epth - Add floating origin rendering (camera-relative chunk positions) - Implement reverse-Z depth buffer for better far-distance precision - Add perspectiveReverseZ projection matrix - Update frustum culling for camera-relative coordinates - Use flat shading for normals to prevent lighting shimmer - Increase near plane from 0.1 to 0.5 for depth precision - Request 24-bit depth buffer from SDL - Update README with comprehensive project documentation
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/oc can you do a indepth code review of this PR |
In-Depth Code Review: Voxel Engine PROverviewThis PR represents a major engine overhaul that transforms a basic voxel demo into a full Minecraft-style voxel engine with world generation, async streaming, and render stability improvements. The changes are substantial and well-structured. ✅ Strengths1. Floating Origin Rendering (
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Summary
Major engine overhaul transforming the basic voxel demo into a full Minecraft-style engine:
Technical Highlights
glDepthFunc(GL_GEQUAL)for better far-plane precision