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change(/wiki/bloxels): still not any good
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content/wiki/bloxels/index.md

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@@ -72,8 +72,18 @@ You need to heed just one word: **Compression**
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**Compression** is the **bread and butter of voxels**, and thus bloxels.
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Without it our worlds would be smol, our memory full, our CPU cache trashing, frametime climbing, fans screaming... and so on.
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Without it our worlds would be smol, our memory full, our CPU cache trashing, frame-time climbing, fans screaming... you get the idea.
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So how, and how much, can we compress our bloxels?
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Let's establish some rules-of-thumb:
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- Bloxels are mostly static.
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- Bloxels are mostly the same.
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- Bloxels are mostly hidden.
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- Bloxels tend to be 'piled up'.
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<!--
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So, let's start with the first thing: doing absolutely nothing!
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#### Bloxels Are Mostly Unchanging
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This is not due to the developers being lazy or uninspired with making their bloxels *do* stuff,
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but rather a very important optimization strategy: **doing nothing is highly performant**.
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@@ -109,4 +120,4 @@ but rather a very important optimization strategy: **doing nothing is highly per
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[^mc-block-count]: With a default view-distance of 12 chunks, there are approximately +20 million solid blocks surrounding the player.
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[^mc-block-count]: With a default view-distance of 12 chunks, there are approximately **+20 million _solid_ blocks** surrounding the player in Minecraft.

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