Over the weekend I got a little distracted from the terrain LOD work, as I was working on the heightmap importer and ended up tidying some of the other import code as well. This led to the setting up of some more tests and the Magica Voxel import test is kind of interesting: This is the classic Menger sponge fractal, and it serves as a nice performance/stress-test because it contains a lot of detail and makes the greedy meshing difficult. Magica Voxel comes with a sample model of a level-4 Menger sponge which is 81x81x81 voxels. The image above shows 20 of these being instantiated into a single scene, and placed adjacent to each other to give the impression of a single level-5 Menger sponge of 243x243x243 voxels. Of course, we can also view the Menger sponge(s) from inside: One of the bottlenecks in Unity voxel engines is the time taken to build a collision mesh (rendering is easy by comparison!). Now, in practice you would not build a collision mesh for a shape this complex and would instead test against the raw voxel data (or some other game-specific approach), but again it serves as a nice stress-test. We find that it is indeed possible to destroy parts of the sponge and have the detached voxels bounce around the scene: I wonder what kind of game environment you could make from a Menger sponge? Something Sci-Fi I think, like a Borg cube. Anyway it's fun to play with with fractals!