-Ultimately this engine's goal is to be able to host .vxl maps, and set up the infrastructure needed for huge voxel maps that can allow real time destruction/modification.
- this engine should support multiplayer as well as languages like lua for user created content
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GPU: Use rasterization
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use brickmapping for voxel data structure
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something i do wonder is if i want to use bevy, and if so, there would be very little optimizations i would have to do for the cube rendering. Maybe implement greedy meshing as it's not currently implemented.
- WGPU
- Naia for networking
Buffer -> Input assembles -> Vertex Shader -> Rasterization -> Frag. Shader -> Color Blending - Frame Buffer