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The octree in Avoyd defines the grid of voxels in which we store the world data. An octree is a compressed 3D array. In this video, we're scanning the world with a debug tool to reveal the octree. You can see a lot of little shiny cubes where the environment is very detailed, and much larger ones where there's an empty space. This is the compression: any space that's homogeneous (empty or full of identical voxels) can be represented by a single cube. In other words to visualise the octree, imagine it represents an empty world as a single huge box. When something is added, we subdivide the box into 8 smaller boxes (hence oct-tree), then repeat this for each box until we have small enough boxes to represent our data. The smallest subdivision is one voxel. Avoyd Links: Website https://www.avoyd.com Download Avoyd https://www.enkisoftware.com/products Newsletter https://www.enkisoftware.com/emailsub... Changelog https://www.enkisoftware.com/changelo... Releases posts https://www.enkisoftware.com/f/571227... Online documentation: English https://www.avoyd.com/avoyd-voxel-edi... français https://www.avoyd.com/documentation-a... Support forum https://www.enkisoftware.com/f/576992... FAQ https://www.avoyd.com/faq.html support@enkisoftware.com Purchase / Support Avoyd: Buy Avoyd https://www.enkisoftware.com/products Patreon / enkisoftware Github https://github.com/sponsors/dougbinks Social: Official forums https://www.enkisoftware.com/forums Discord / discord Subreddit / avoyd PlanetMinecraft https://www.planetminecraft.com/mod/a... #GameDevelopment #Voxel #Octree