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Voxel Ray Marching Devlog #1 - Implementing sparse voxel octrees and the ray caster

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In this video, I describe the development process of my new voxel ray marching renderer. I discuss my choice of graphics API, describe the way I chose to store my data, and show off the results of my ray caster. In the next episode, I hope to optimize accesses to the voxel octree, add textures, and add lighting.

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