# How to make a Voxel Mesh Chunk¶

## Geometry of one Voxel¶

first we need the Basic coordinates of one Voxel:

  1 2 3 4 5 6 7 8 9 10 Voxel Structure 5-------6 /| /| / | / | 4-------7 | y | 1----|--2 ^ z | / | / | / |/ |/ |/ 0-------3 o----> x 

assuming we have a unit cube we can define the geometry as follows:

  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 vertices = [ [0,0,0], [0,0,1], [1,0,1], [1,0,0], [0,1,0], [0,1,1], [1,1,1], [1,1,0] ] tris = [ # bottom 0,1,2, 2,3,0, # top 6,5,4, 4,7,6, # front 7,4,0, 0,3,7, # back 1,5,6, 6,2,1, # right 6,7,3, 3,2,6, # left 0,4,5, 5,1,0 ] 

General Idea:

• represent terrain by simple data stream, where 0 decodes an empty Block.
• at first generation

 1 2 3 4 foreach value x in datastream: if x == 0: for each neihbor n: # build mesh for adjacent plane and add it to chunk mesh 

• result: a mesh containing all planes that are possible visible
• possible optimization: combine adjacent planes with same face normal to reduce amount of vertices
• we assume that in future only single blocks are changing, so we can just update a chunk’s mesh with low cost