I read about octrees and I didn't fully understand how they world work/be implemented in a voxel world where the octree's purpose is to lower the amount of voxels you would render by connecting repeating voxels to one big "voxel".
Here are the questions I want clarification about:
- What type of data structure would you use? How could turn a 3-D array of voxels into and array that has different sized voxels that take multiple locations in the array?
- What are the nodes and what are they used for?
- Does the octree connect the voxels so there are ONLY square shapes or could it be a rectangle or a L shape or an entire Y column of voxels or what?
- Do the octrees really improve performance of a voxel game? If so usually by how much?