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Greedy Meshing for Vertex Colored Voxels In Unity


TL;DR Full algorithm is at the bottom. Classes for Block, Chunk, and MeshData are defined below the intro. This article goes over how to implement a greedy meshing algorithm for generating optimized meshes for vertex-colored voxels in Unity. The algorithm is derived from Robert O’Leary, with a few alterations made. The setup has been simplified, and assumes the world is only comprised of a single chunk that holds all the blocks. Read more...