Simple octree implementation for Unity written in C#
This was meant to be a POC implementation of using adapted meta-ball objects to be able to create detailed realistic objects. The code in the repository does fulfill this purpose to a major extent as it can render the iso-surface generated by an implicit function. Due to memory management problems in Unity it is not feasible to continue the project in the direction that I want to take it.
The overheads associated with most objects in the .NET framework used by Unity are far too great to be able to efficiently construct high density meshes from implicit functions. I have literally pulled out as many tricks as I could to improve the efficiency of the process but the memory consumption is still overwhelming. I have now moved to using C++ with Unreal Engine and currently the performance is being hindered by inefficiencies in the isosurface generation algorithms and memory consumption appear to the much more reasonable.
MIT
No guarantees provided, your mileage may vary