bvle-voxels/voxel_engine_spec.docx
Samuel Bouchet 5f346bb14a Phase 2: GPU-driven voxel rendering pipeline
Mega-buffer architecture replacing per-chunk GPU buffers:
- Single StructuredBuffer<PackedQuad> for all chunks (2M quads, 16 MB)
- StructuredBuffer<GPUChunkInfo> with per-chunk metadata (position, quad offsets, face groups)
- VS reads chunk info via push constants (b999) for driver-safe chunk indexing
- CPU frustum culling with wi::primitive::Frustum + AABB per chunk
- Quads sorted by face direction in greedy mesher (faceOffsets/faceCounts)
- GPU frustum + backface cull compute shader (voxelCullCS.hlsl)
- GPU binary mesher compute shader baseline (voxelMeshCS.hlsl)
- Indirect draw buffers and timestamp query infrastructure
- README with build instructions and project architecture
2026-03-25 14:24:05 +01:00

19 KiB