Not a traditional one The point here is that since I'm raycasting in my custom data structure, this one is heavily optimised to reduce the time needed for a ray to find a voxel. The issue is that adding new voxels data is very costly as you can see by the time it needs to load a chunk at the beginning. This treadmill solves two issues, I don't have to manage the floating point errors far from origin but I also don't reorganize my data structure as the treadmill is baked into its inner workings Hope its clear enough :)
it's a good job !
Is this basically a treadmill to get around floating point errors?
Not a traditional one
The point here is that since I'm raycasting in my custom data structure, this one is heavily optimised to reduce the time needed for a ray to find a voxel. The issue is that adding new voxels data is very costly as you can see by the time it needs to load a chunk at the beginning. This treadmill solves two issues, I don't have to manage the floating point errors far from origin but I also don't reorganize my data structure as the treadmill is baked into its inner workings
Hope its clear enough :)