DETERMINISTIC VOXEL WORLDS FOR .NET
Build space your simulation can trust.
GridForge turns fixed-point world space into explicit, streamable voxel worlds with topology-aware lookup, coverage, blockers, occupants, and diagnostic geometry.
Shape the world you need
Explicit worlds
Own one grid, many conjoined grids, or a changing set of streamed regions without process-global runtime state.
Rectangular or hex
Choose deterministic rectangular-prism or hex-prism topology and metrics independently for each grid.
Dense or sparse
Materialize every addressable cell or only the physical voxels your world actually contains.
Query, mutate, and observe
Trace and cover
Resolve lines, boxes, and flat XZ areas into topology-aware voxel or scan-cell coverage across active grids.
Block and occupy
Stack world-space blockers, register dynamic occupants, scan nearby results, and attach typed voxel-local partitions.
Build adapters
Project physical cells, sparse holes, topology geometry, and dirty changes into engine tools without moving rendering into the core.
Package family
| Package | Serialization profile |
|---|---|
GridForge |
Standard package with MemoryPack support |
GridForge.Lean |
Same grid APIs without the MemoryPack runtime dependency |
Unity projects can use the maintained GridForge-Unity packages for scene authoring, inspectors, gizmos, logging, and samples.
Resources
- Wiki
- Migration guide
- Source, issues, and releases
- Unity packages and adapter API
- Core test-suite coverage
The API reference is generated from the library XML documentation. The wiki explains ownership, topology, storage, pooling, query lifetimes, and common workflows in task-oriented prose.