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This last week, I implemented an SDF generation pass(es) to run after the terrain changes. There are 3 passes, and it runs over the entire world, so I had to make the world static. Otherwise, it would run at 20fps. There are 1280x448x1280 voxels here (734 million). This is the same number of blocks as would be visible with Minecraft 54 render distance, which is a cylinder of chunks r=54. I'm currently thinking of a solution how to make the world mutable because I'd like to simulate every tile like automata. The next thing I tried implementing was said mutable world, which is how I soon realized that the SDF approach was "dumb" and wouldn't work. Because (put simply) the "SDF" stores the distance to the nearest voxel, when changing the voxel data, you may need to update the SDF in every other position on the entire map... Or at least as much as you set as the maximum distance. This makes it so that editing the map is very slow (since the SDF is slow to compute) If you want to chat with other community members and me, you can join my Discord! / discord My website: https://www.gaberundlett.com GPU: RTX 3070 (8GB VRAM) CPU: AMD Ryzen 7 5800x (8 core/16 thread) RAM: 16GB 2667 MHz DDR4