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Recently, the world has been refactored to use an octree: #32
and generate chunks fully in parallel: #33
This is now conducive to implementing octree-based chunk LODs, which will enable far greater render distances without much of a performance hit.
The text was updated successfully, but these errors were encountered:
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Recently, the world has been refactored to use an octree: #32
and generate chunks fully in parallel: #33
This is now conducive to implementing octree-based chunk LODs, which will enable far greater render distances without much of a performance hit.
The text was updated successfully, but these errors were encountered: