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// Code ported from https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/ | |
// Note this implementation does not support different block types or block normals | |
// The original author describes how to do this here: https://0fps.net/2012/07/07/meshing-minecraft-part-2/ | |
const int CHUNK_SIZE = 32; | |
// These variables store the location of the chunk in the world, e.g. (0,0,0), (32,0,0), (64,0,0) |
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/* | |
LICENCE -> MIT License | |
AUTHOR -> Lukas Fratzl | |
GIT -> https://github.com/LukasFratzl | |
DESCRIPTION -> My implementation of "Marching Cubes" in Unity with Burst and Multithreaded with c# Jobs | |
the algorithm is smart enough to generate every "Grid Size" with every wanted "Resolution" | |
as extra with a "Smooth" or "Flat" normal generation | |
USAGE -> Assign all field and allocate the Native Containers, Schedule the Job and Complete it | |
-> SEE EXAMPLE JOB DOWN BELOW! | |
GENERATE SPEED -> RESOLUTION 32 -> 26.9 ms | 27 024 Vertices | 1 CHUNK |