implemented a sparse voxel object format:
- header (32 bytes): *
0x4D454B45(magic "MEKE")
* world dimensions ($w, h, d$)
* directory dimensions ($dw, dh, dd$)
* brick pool count - directory (page table):
* a 3d array ofuint32indices.
* maps chunks to specific bricks in the pool.
* index0is reserved for wātea (empty air). - brick pool: * a contiguous blob of $8 \times 8 \times 8$ (
512byte) voxels.
* deduplicated via binary fingerprinting