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  • Noise
    Fields of pseudorandom numbers.
  • Coordinate Systems

    When dealing with voxels (and math in three-dimensional space in general), it is extremely important to get your coordinate systems and the conversions between them right. Even slightly wrong conversions can (and will) lead to massive headaches and horrible debugging sessions.

  • T-Junctions
    Any vertex placed on an edge creates infinitely small gaps in geometry.