Structure for New Voxel Pipeline

My current voxel engine is very flawed. It's not at all computationally efficient. In order to mesh correctly, the chunk that the engine is meshing needs to be able to access the data from it's neighboring chunks in order to reduce interior faces. My current system re-samples all of the noise for neighboring chunks whenever a new chunk is loaded. Instead it could just be fetching the already loaded neighbor chunk data and only load the data that hasn't been loaded before. I also wanted to introduce a new way to create slopey cubes without punching holes in the geometry.

Here's the new pipeline I've been thinking of implementing. It will require rewriting the whole engine but it may be worth it.

A voxel pipeline flowchart

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