Voxel resources
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http://meprogrammer.blogspot.co.uk/2016/01/java-voxel-engines-with-source.html
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http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
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http://www.minecraftwiki.net/wiki/Alpha_Level_Format/Chunk_File_Format
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http://blog.icare3d.org/2011/06/interactive-indirect-illumination-and.html
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http://0fps.wordpress.com/2012/01/14/an-analysis-of-minecraft-like-engines/
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http://www.youtube.com/watch?list=UUtnVWLPlC-XrkefiJRifDWQ&feature=endscreen&NR=1&v=Rc1ztktWxJs
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http://www.youtube.com/watch?v=b30bzoSRwJg&feature=player_embedded#!
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http://roguebasin.roguelikedevelopment.org/index.php/Main_Page
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http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?print=1
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http://en.wikipedia.org/wiki/Doo%E2%80%93Sabin_subdivision_surface
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http://codeflow.org/entries/2011/nov/10/webgl-gpu-landscaping-and-erosion/
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http://hub.jmonkeyengine.org/forum/topic/isosurface-demo-dev-blog-experiment/
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http://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/
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http://ngildea.blogspot.co.uk/2014/09/dual-contouring-chunked-terrain.html
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http://ngildea.blogspot.co.uk/2014/11/implementing-dual-contouring.html
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https://software.intel.com/en-us/articles/sparse-procedural-volumetric-rendering
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http://mind42.com/mindmap/e067a8cf-d5c6-49d4-9529-94ae6f33ab56
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http://www.enkisoftware.com/devlogpost-20140112-1-Octree_streaming.html
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http://phildec.users.sourceforge.net/Research/VolumetricBillboards.php
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http://playtechs.blogspot.co.uk/2007/03/raytracing-on-grid.html
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http://ngildea.blogspot.co.uk/2015/06/dual-contouring-with-opencl.html
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http://xol.io/index.php?post/2015/08/28/Why-GL_FLOAT-is-bad%2C-aka-half-your-VRAM-usage.
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https://www.reddit.com/r/opengl/comments/3p18ab/repeating_texture_from_texture_atlas_with/
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http://ngildea.blogspot.co.uk/2015/12/improving-generation-performance.html
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https://www.reddit.com/r/gamedev/comments/49pwz5/physics_engines_and_chunks/
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http://codeflow.org/entries/2010/dec/09/minecraft-like-rendering-experiments-in-opengl-4/
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https://www.seedofandromeda.com/blogs/29-fast-flood-fill-lighting-in-a-blocky-voxel-game-pt-1
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https://dexyfex.com/2016/07/14/voxels-and-seamless-lod-transitions/
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http://casual-effects.blogspot.nl/2013/05/sol-lewitt-and-voxel-ambient-occlusion.html
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https://techcrunch.com/2016/09/22/voxels-are-in-vogue-among-indie-developers/
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https://upvoid.com/devblog/2013/07/terrain-engine-part-2-volume-generation-and-the-csg-tree/
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https://www.reddit.com/r/gamedev/comments/1gvk18/how_to_show_edges_of_a_flatcolored_cube/cao9n91/
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https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/
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http://www.gamedev.net/topic/663646-voxel-data-best-way-to-get-neighbors/
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https://blackflux.wordpress.com/2014/02/23/meshing-in-voxel-engines-part-1/
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https://blackflux.wordpress.com/2014/03/01/meshing-in-voxel-engines-part-2/