A technical demo of voxel world Unity implementation. Heavily relies on URP, Jobs, and Burst Compiler.
Implemented with Unity 2020.3.0f1
- Basic chunk generation
- Naive greedy meshing
- Global illumination
- Liquids
a.k.a. TODO:
- Decouple from DI Framework
- Persistence (allows saving worlds)
- Slabs, fences, flowers, torches, etc.
- Improve liquids meshing (by making it smooth)
- Optimize memory consumption
- Proper water/lava interaction
- Improve character controller
- Meshing algorithms comparison
- Flood Fill Lighting algorithm (no longer available): part 1, part 2.
- Article series on how to work with SRP