add a short description of our mesh LOD strategy
@@ -116,6 +116,15 @@ which brought about the current feature set:
generalized all of the core data types to work in both 2 and 3 dimensions,
which gives us the `Array2` type, capable of cleanly representing a height
map. We've also implemented a specialized meshing algorithm for height maps.
+ - For large maps, using a single lattice resolution for meshes will quickly
+ eat up GPU resources. We must have a level of detail solution to solve this
+ problem. This can be a complex issue, but for now we have settled on using
+ multiresolution Surface Nets, which involves downsampling the lattice to
+ conform to a clipmap structure. On LOD boundaries, we will need the higher
+ resolution chunk to be aware of the faces where it borders a chunk of half
+ resolution so that it can create the appropriate boundary mesh. This algorithm
+ is essentially the same as dual contouring of an octree, except we do so
+ on uniform grids for performance reasons.
- **Accelerated Spatial Queries**
- Our first voxel game prototypes utilized the ncollide3d crate and it's
`DBVT` (dynamic bounding volume tree) structure for doing raycasting.
