C# Voxel Engine - Catmull-Clark smoothing with subdivision coloring

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.
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