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voxel-engine
voxel engine
Minecraft, Teardown
System
Techniques · 9
Primitives · 35
voxel-engine
Work-stealing deque
concurrency · medium: Per-worker deque: the owner pushes and pops at the bottom without contention, idle workers steal from the top; the core of Rayon, Tokio and Go.
›
Chunked voxel storage
graphics · medium: Fixed-size voxel chunks with palette compression and dirty tracking
Frustum occlusion culling
graphics · medium: Frustum tests on bounds, hierarchical-Z occlusion and GPU culling passes
Greedy meshing
graphics · medium: Merge coplanar voxel faces into large quads to cut triangle counts
Marching cubes
graphics · medium: Extract triangle meshes from scalar fields (marching cubes, dual contouring)
Sparse voxel octree
graphics · medium: Sparse octrees and DAGs for compact voxel storage and ray traversal
Sequential impulse solver
physics · medium: Iterative contact solver applying impulses one constraint at a time with accumulated clamping and warm starting; the standard solver for stacking and friction in real-time physics engines.
›
Bit packing and PFOR
compression · low: Store blocks of integers with exactly b bits each and patch rare outliers separately (PFOR); the fastest integer codec family, billions of values per second.
›
Run length encoding
compression · low: Run-length encoding of repeated values, often combined with delta and bit packing
Spatial hashing
physics · low: Uniform grid stored in a hash table: bucket objects by cell, test only neighbouring cells; O(n) neighbour search for many similar-sized objects such as particles.
›
Voxel ray traversal dda
graphics · low: Amanatides-Woo grid DDA to step rays through voxels for picking, shadows and collision
LZ4
compression · low: Byte-aligned LZ77 with no entropy stage; compresses at hundreds of MB/s and decompresses at several GB/s per core, for when speed beats ratio.
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GPU command buffers
graphics · low: Record GPU work as a flat list of commands on the CPU, submit it in batches, and reuse its memory through a ring of frames in flight guarded by fences.
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Gradient noise
graphics · low: Perlin and simplex noise, fBm octaves and domain warping for terrain and textures
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
›
Epoch-based reclamation
concurrency · low: Threads announce a global epoch while touching shared lock-free data; garbage retired in epoch e is freed once the epoch reaches e + 2.
›
Memory ordering
concurrency · low: What Relaxed, Acquire, Release and SeqCst atomics actually guarantee, what they cost on x86 and ARM, and which one each pattern needs.
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Dictionary encoding
compression · low: Map values to small integer codes via a dictionary for compact, comparable columns
Homogeneous transforms
geometry · low: 4x4 affine and projective matrices, homogeneous coordinates, view and projection, normal matrices
Image pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
GPU compute shaders
ml-training · low: The vendor-neutral GPU launch model of Metal, Vulkan and WebGPU: a grid of workgroups, shared memory, barriers and subgroups, driven by recorded command buffers.
›
Bounding volume hierarchy
physics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.
›
Finite differences
numerics · low: Replace derivatives with weighted differences of grid values; simple stencils plus a stability condition (CFL) turn PDEs like heat, advection and waves into array loops.
›
+ 2 more techniques
+ 19 more primitives
System
Techniques · 9
Primitives · 35
voxel-engine
Work-stealing deque
concurrency · medium: Per-worker deque: the owner pushes and pops at the bottom without contention, idle workers steal from the top; the core of Rayon, Tokio and Go.
›
Chunked voxel storage
graphics · medium: Fixed-size voxel chunks with palette compression and dirty tracking
Frustum occlusion culling
graphics · medium: Frustum tests on bounds, hierarchical-Z occlusion and GPU culling passes
Greedy meshing
graphics · medium: Merge coplanar voxel faces into large quads to cut triangle counts
Marching cubes
graphics · medium: Extract triangle meshes from scalar fields (marching cubes, dual contouring)
Sparse voxel octree
graphics · medium: Sparse octrees and DAGs for compact voxel storage and ray traversal
Sequential impulse solver
physics · medium: Iterative contact solver applying impulses one constraint at a time with accumulated clamping and warm starting; the standard solver for stacking and friction in real-time physics engines.
›
Contact manifold generation
physics · medium: Build persistent contact point sets from collision normals by clipping, with feature IDs for warm starts
Polygon clipping
geometry · medium: Polygon intersection/union/difference (Weiler-Atherton, Martinez) for spatial predicates
Bit packing and PFOR
compression · low: Store blocks of integers with exactly b bits each and patch rare outliers separately (PFOR); the fastest integer codec family, billions of values per second.
›
Run length encoding
compression · low: Run-length encoding of repeated values, often combined with delta and bit packing
Spatial hashing
physics · low: Uniform grid stored in a hash table: bucket objects by cell, test only neighbouring cells; O(n) neighbour search for many similar-sized objects such as particles.
›
Voxel ray traversal dda
graphics · low: Amanatides-Woo grid DDA to step rays through voxels for picking, shadows and collision
LZ4
compression · low: Byte-aligned LZ77 with no entropy stage; compresses at hundreds of MB/s and decompresses at several GB/s per core, for when speed beats ratio.
›
GPU command buffers
graphics · low: Record GPU work as a flat list of commands on the CPU, submit it in batches, and reuse its memory through a ring of frames in flight guarded by fences.
›
Gradient noise
graphics · low: Perlin and simplex noise, fBm octaves and domain warping for terrain and textures
BFS and DFS
graphs · low: The two basic graph traversals; BFS gives hop distances and levels, DFS gives discovery/finish order for cycles, components and topological order.
›
Epoch-based reclamation
concurrency · low: Threads announce a global epoch while touching shared lock-free data; garbage retired in epoch e is freed once the epoch reaches e + 2.
›
Memory ordering
concurrency · low: What Relaxed, Acquire, Release and SeqCst atomics actually guarantee, what they cost on x86 and ARM, and which one each pattern needs.
›
Dictionary encoding
compression · low: Map values to small integer codes via a dictionary for compact, comparable columns
Homogeneous transforms
geometry · low: 4x4 affine and projective matrices, homogeneous coordinates, view and projection, normal matrices
Image pyramids
graphics · low: Gaussian/Laplacian pyramids and tiled multi-resolution images for zoom and blending
GPU compute shaders
ml-training · low: The vendor-neutral GPU launch model of Metal, Vulkan and WebGPU: a grid of workgroups, shared memory, barriers and subgroups, driven by recorded command buffers.
›
Bounding volume hierarchy
physics · low: Binary tree of nested bounding boxes; prunes overlap and ray queries to O(log n) for any size distribution, and supports cheap insert/remove for moving objects.
›
Finite differences
numerics · low: Replace derivatives with weighted differences of grid values; simple stencils plus a stability condition (CFL) turn PDEs like heat, advection and waves into array loops.
›
Hash consing
data-structures · low: Intern structurally equal immutable terms so equality is pointer comparison and sharing is maximal
Quadtree octree
geometry · low: Adaptive spatial subdivision trees for queries and level of detail; loose and linear variants
Rigid-body dynamics
physics · low: Advance one 3D rigid body per step from force and torque: semi-implicit Euler for position, an inertia tensor in the body frame, and quaternion orientation updated by the exponential map.
›
Simulation islands sleeping
physics · low: Group touching bodies into islands, solve them independently and put resting islands to sleep
GJK and EPA
physics · low: GJK decides whether (and how far apart) two convex shapes are from their support functions alone; EPA expands its simplex into penetration depth and normal.
›
Separating axis theorem
physics · low: Convex shapes are disjoint iff some axis separates their projections; testing face normals and edge crosses gives overlap, depth and contact normal.
›
d-ary heap
data-structures · low: Array heap with d children per node (d = 4 typical): half the binary heap's depth, siblings in one cache line, faster priority queues.
›
Exact geometric predicates
geometry · low: Robust orient and incircle tests with adaptive-precision floats (Shewchuk) or exact arithmetic
Point in polygon
geometry · low: Ray-casting/winding tests and indexed polygon lookup for reverse geocoding
Fast hash functions
data-structures · low: Non-cryptographic hashes built from 64×64→128-bit multiplies and xor-shifts; pick by key size, trust level and whether the hash is persisted.
›
Quaternion rotations
geometry · low: Unit quaternions as 3D rotations: 4 floats, cheap composition, no gimbal lock, plus the conversions, interpolation choices and numerical care needed in practice.
›
Fixed timestep loop
graphics · low: Fixed simulation dt with accumulator, render interpolation, spiral-of-death guard
Gpu synchronization fences
graphics · low: Fences, timeline semaphores and sync files between GPU queues, CPU and processes
SIMD programming
hardware-os · low: Process 4-16 lanes per instruction with AVX2, AVX-512 or NEON via Rust std::arch, with runtime dispatch and a portable fallback.
›
Explicit Euler
numerics · low: Step an ODE forward by its current slope, y += h·f(t, y); first-order, one evaluation per step, the baseline every other integrator is measured against.
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Semi-implicit Euler
numerics · low: Update velocity from forces first, then position with the new velocity: explicit Euler cost, but symplectic and stable; the default game-physics integrator.
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Sparse matrices (CSR)
numerics · low: Compressed sparse row stores only nonzeros as row pointers, column indices and values; SpMV streams them once, so it is memory-bandwidth bound.
›
Thomas tridiagonal solver
numerics · low: O(n) tridiagonal linear solve used in implicit finite-difference and spline schemes
Parallel prefix sum
search-sort · low: Work-efficient scan (Blelloch, decoupled look-back) on CPU SIMD and GPUs; stream compaction
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