Design a Voxel Rendering Engine
summary
A lightweight iOS voxel engine built for a 3D pixel app renders cubes as triangles (12 per cube) but avoids naively drawing ~70,000 triangles for a 6,000-voxel model by skip unseen voxels to drop to ~5,800 triangles and then merging adjacent boxes with greedy meshing to cut that further. It treats user edits (add/delete/move) as live updates, targets large scenes up to 64×64×64 (~262k voxels), and implements lighting with an 8-case ambient occlusion lookup that runs fast on-device.
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chapters (5)
- 0:00Introduction to voxels
- 0:46Understanding voxel basics
- 1:53Rendering engine challenges
- 3:33Optimizing rendering speed
- 5:27Lighting and occlusion
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