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C# Voxel Engine - Catmull-Clark smoothing with subdivision coloring

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Here is the latest version of the smoothing algorithm in place. This shows how the engine is subdividing the terrain and leaving coplanar cubes alone. This is a complete rewrite and I changed from Doo-Sabin to Catmull-Clark. This version hasn’t been optimized yet and was purely wrote from a prototype perspective and is still 5-10x faster than the previous method that was semi-optimized.

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