I applied some optimization to the mesh generation. Previously, voxel mesh was generated as-is, with removing only internal faces. It creates huge amount of vertex data, which was slowly loaded into gpu, slowly processed on cpu etc. New algorithm reduce vertex data in 3-4 times, but slightly increase time of mesh generation. Also, one possible minus of new algorithm - it will be hard to apply ambient occlusion, based on vertexes (it’s not regular mesh now), but I hope my version of SSAO will handle it.
It’s new version of mesh generation.