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[] Fixed world height using uint16. Cap at 1024 blocks.
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[] Frustum culling
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[] Occlusion culling
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[] LOD system
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Organize codebase (pt1)
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[-] Fast, Accurate lighting calculations (offload to diff thread) (WIP)
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[-] Fast, Seamless block editing within and across chunks (Breaking blocks yes, adding blocks WIP)
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Infinite horizontal terrain generation
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Organize codebase (pt2)
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Directional Blocks (e.g logs)
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Emissive Blocks (light)
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Degenerative Blocks ( e.g tree leaves)
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Infinite vertical terrain generation
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Destructive Blocks (tnt)
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Procedural Trees
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Structure Lab mode - creates a world a single voxel (creative), build a structure then save the world (use for in-game buildings)
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Procedurally generated procedural trees/objects
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Ui state machine + components
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