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implemented a sparse voxel object format:

  1. header (32 bytes): * 0x4D454B45 (magic "MEKE")
    * world dimensions ($w, h, d$)
    * directory dimensions ($dw, dh, dd$)
    * brick pool count
  2. directory (page table):
    * a 3d array of uint32 indices.
    * maps chunks to specific bricks in the pool.
    * index 0 is reserved for wātea (empty air).
  3. brick pool: * a contiguous blob of $8 \times 8 \times 8$ (512 byte) voxels.
    * deduplicated via binary fingerprinting

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