What I'm Building Now
A current overview of my Rust game-engine work, Freven, AI and simulation systems, and selected public engineering projects.
A current overview of my Rust game-engine work, Freven, AI and simulation systems, and selected public engineering projects.
What I learned from two technical discussions with Vintage Story creator Tyron Madlener about chunk streaming, voxel storage, mesh lifetime, chunk boundaries, and face culling.

A practical look at per-chunk palettes, direct storage, bit packing, and the trade-offs behind compact voxel data.

Why I build a general-purpose game engine from scratch in Rust, what I want to understand, and the architectural rules I care about most.
A practical approach to culling hidden voxel faces, from simple cubes to stairs and other partial block shapes.