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Comment on Exploring Euclideon's Unlimited Detail Engine

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I am surprisd by the lack of interest in the search algorithm Dell proposes he designed and is using.

Searching such a large problem space for 1 to 2 million results 25x a second is amazingly impressive... This is what i am most curious about at the moment... Also how he is storing the full voxel point data for any given world that needs to be searchd in real time. Replicated data or not (i.e. similar to GIF color data deduplication) you still have location data for every voxel position or offsets or something that still results in a hellacious amount of data that needs to be searched efficiently.

Havent seen details from Dell or others on either of these aspects that I feel are cornerstones to the engine.

Its hierarchical data, most nodes of which are empty at the highest level, or 100% solid, terminating the search. Its basically a specific optimization of raytracing as far as I can tell.

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