Dev dives into hash-grid vs sparse-tree voxel simulation: latency is the bottleneck
Michael_Moroz_ · x · 2026-09-10
The author explains why hash-based particle simulation beats sparse tree grids: trees need indirections for neighbor lookup, while hash grids' only drawback is collisions, and the bottleneck is latency. He plans an "N-slot texture" where each sparse cell holds up to N voxels, working most of the time if hash collisions are few — but making it ray-trace fast remains tricky.
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