PROJECT NOTE
Date added:
Terrain experiments and world building.
I have been testing terrain systems for larger 3D worlds, mostly around chunked terrain, level of detail, and how far the world can be seen without making the game feel heavy.
The Transvoxel Algorithm is a method for seamlessly stitching together neighboring triangle meshes generated from voxel data at differing resolutions.
The current focus is not only making terrain render, but making it feel stable: fewer visible seams, smoother transitions, better chunk loading, and a world layout that can be expanded later without rewriting everything.
Most of this work is still experimental. Some tests are practical. Some are only there to understand where the limits are. The useful parts will be cleaned up and kept here as notes, tools, or public examples.
The goal is simple: build systems that are understandable, reusable, and not locked away in temporary chat history.