# Voxel Engine Reference C# / OpenTK 4 Voxel Engine (Minecraft clone). ## Core Systems - **Rendering**: SSBO-based (Shader Storage Buffer Objects) for packed face data and GPU meshing. - **Data**: 1D Flat arrays for blocks, bitwise indexing for speed. - **Updates**: Dirty-flagging for chunk and neighbor mesh rebuilding. ## Key Links - [Collision & AABB](https://medium.com/@andrebluntindie/3d-aabb-collision-detection-and-resolution-for-voxel-games-5fcbfdb8cdb4) - Voxel-specific physics resolution. - [Minecraft Jump Physics](https://www.mcpk.wiki/wiki/Jumping) - Movement constants and logic. - [OpenTK Learn](https://opentk.net/learn/) - OpenGL bindings and setup. ## Performance Notes - Use `UpdateNeighborsAtBoundary` to mark adjacent chunks dirty. - Call `RebuildDirtyChunks` at the end of the update loop. - Avoid per-block `GL.BufferSubData` calls, batch into one SSBO update.