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.
Hide player controls
Hide resume playing