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

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.