This puzzle is to figure out what is the best rendering pipeline for Voxel Engine implemented via
Unity. One major advantage of Voxel based engines is that they are modular and all assets can
be built through a limited number of building blocks. What voxel may lose on fidelity, it gains in
creating open, infinite worlds where the users can also create maps, assets on their own.
You have to figure what is the best rendering pipeline.
Things to figure out
1. How will you break down the data of such large maps created by users?
2. How will you render this data into a world on other user’s screen
3. What is the best meshing technique being currently used for rendering voxels?
4. What are the pros and cons of different techniques?
Hint: If you haven’t yet come across, culling, occlusion, greedy meshing, you haven’t yet
reached the answers.
a few keywords you may want to google:
"point cloud' and maybe 'lidar data'. These are not voxels, true, but the techniques to turn point clouds into surfaces apply. I don't know what the game guys are doing; you can 'cheat' in games a bit for performance.