EvaluatedApplications.HoloVoxel
1.2.0
dotnet add package EvaluatedApplications.HoloVoxel --version 1.2.0
NuGet\Install-Package EvaluatedApplications.HoloVoxel -Version 1.2.0
<PackageReference Include="EvaluatedApplications.HoloVoxel" Version="1.2.0" />
<PackageVersion Include="EvaluatedApplications.HoloVoxel" Version="1.2.0" />
<PackageReference Include="EvaluatedApplications.HoloVoxel" />
paket add EvaluatedApplications.HoloVoxel --version 1.2.0
#r "nuget: EvaluatedApplications.HoloVoxel, 1.2.0"
#:package EvaluatedApplications.HoloVoxel@1.2.0
#addin nuget:?package=EvaluatedApplications.HoloVoxel&version=1.2.0
#tool nuget:?package=EvaluatedApplications.HoloVoxel&version=1.2.0
HoloVoxel
A holographic voxel/spatial engine for .NET, built on the Phasor VSA codec. The spatial sibling of HoloDb: where HoloDb stores tables holographically, HoloVoxel stores 3D space.
The idea
A chunk of the world is a single Phasor superposition — every voxel bound as position ⊗ content and summed —
not an array of voxels. Reading a voxel is a correlation. Reading it with fewer components gives a cheaper, fuzzier
result, so level-of-detail is the readout itself, not a downsample:
- Near = full component budget → the correlation collapses to a single crisp voxel.
- Far = a few components → the interference of everything that might be there blends into a soft, cheap blur.
"Crisp near, dreamy far" is continuous, with no discrete LOD meshes and no popping. The same dial is detail, compute, and (if you stream it) network bytes.
What's in the box
- Holographic chunk storage + field decode (
HoloWorld,Chunk): encode a chunk's content, read it back at any component budget as a colour field (DecodeField) or an argmax block (Decode). - Truncated holograms: a chunk stores only as many components as its LOD will ever read, so memory scales with perceived detail, not world size — losslessly (reading the first k of a truncated vector equals the full one).
- Fused SIMD bind-accumulate and unbind-correlate: generation and decode are allocation-free.
WorldGen: a procedural wave/biome height field (swap in your own), andRing: a pure flat↔cylinder warp for ringworld-style spaces.- Rendering- and content-agnostic: no engine dependency (verified headless); supply your own block palette.
Minimal use
using HoloVoxel.Core;
var world = new HoloWorld(seed: 2024);
foreach (var v in world.GetChunk(0, 0).DecodeField(step: 1, components: world.Comps))
DrawCube(v.X, v.Y, v.Z, v.Size, v.R, v.G, v.B); // crisp, full budget
// ...decode a distant chunk cheaply/fuzzily:
foreach (var v in world.GetChunk(40, 0).DecodeField(step: 8, components: 40)) DrawBlob(v);
Proprietary — ships the compiled DLL only. Every capability in it is free to use; a license key is
reserved for future advanced features (none are gated today). See LICENSE.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net8.0 is compatible. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. net9.0 was computed. net9.0-android was computed. net9.0-browser was computed. net9.0-ios was computed. net9.0-maccatalyst was computed. net9.0-macos was computed. net9.0-tvos was computed. net9.0-windows was computed. net10.0 was computed. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net8.0
- EvaluatedApplications.Phasor (>= 1.0.1)
NuGet packages
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