bvle-voxels/src/voxel
Samuel Bouchet 9e777d653b Phase 4.1: TopingSystem infrastructure + procedural mesh generation
- TopingSystem with TopingDef registry, procedural mesh gen, instance collection
- 2 toping types: stone bevel (h=0.06, smooth) + grass edge (h=0.12, bumpy)
- 16 mesh variants per type indexed by 4-bit adjacency bitmask (~6 unique with symmetry)
- Wedge cross-section: outer wall + sloped top, grass has sinusoidal height profile
- Instance collection scans exposed +Y faces, checks same-material neighbors
- Cross-chunk adjacency via VoxelWorld::getVoxel()
- Integrated into VoxelRenderPath: init at Start(), stats in HUD
- ~191K instances, 1920 mesh vertices for 170 chunks (validated)
- Research doc (research_connected_meshes.md) + plan (plan_phase4.md)
2026-03-26 15:27:15 +01:00
..
TopingSystem.cpp Phase 4.1: TopingSystem infrastructure + procedural mesh generation 2026-03-26 15:27:15 +01:00
TopingSystem.h Phase 4.1: TopingSystem infrastructure + procedural mesh generation 2026-03-26 15:27:15 +01:00
VoxelMesher.cpp Phase 2: GPU-driven voxel rendering pipeline 2026-03-25 14:24:05 +01:00
VoxelMesher.h Phase 2: GPU-driven voxel rendering pipeline 2026-03-25 14:24:05 +01:00
VoxelRenderer.cpp Phase 4.1: TopingSystem infrastructure + procedural mesh generation 2026-03-26 15:27:15 +01:00
VoxelRenderer.h Phase 4.1: TopingSystem infrastructure + procedural mesh generation 2026-03-26 15:27:15 +01:00
VoxelTypes.h Phase 3: PS-based texture blending with winner-takes-all heightmap 2026-03-26 12:14:08 +01:00
VoxelWorld.cpp Phase 3: per-material bleed flags + patch-based terrain for blend testing 2026-03-26 12:47:10 +01:00
VoxelWorld.h Phase 2.5: GPU meshing production pipeline + perf optimizations (80+ FPS) 2026-03-26 09:05:52 +01:00