DefiniteIntegral has already addressed some of these but I'll run through them quickly...
GM_Riscvul wrote:
First, What is the upper bound on the number of voxels this new volume can contain? I would like to implement 'endless' terrain in my engine and need to know how far this volume could get me.
The theoretical limit is the size of an int32. I.e. with enough memory you can go +/- 2 billion voxels in each directions.
GM_Riscvul wrote:
Second, What is the upper bound on the memory requirements for this new volume, and for the simple volume? Or in other words maximum file size. If I end up writing my own paging engine, I will try to reduce file count by combining multiple 'chunks' in one file, but I need to know how large the chunks might be to give them enough room.
It is supposed to be simply however much memory you have in your PC. However, it seems that the maximum number of blocks in memory is a uint16 which limits it to 65535 blocks. This is an oversight and it should be changed to a uint32. It's still using an std::map internally so I don't know when this gets to slow, we should still test with a std::hash_map at some point.
GM_Riscvul wrote:
Have the serialization features been changed to work with these new volumes yet? Or do I need to write my own function to save the data?
Seralisation is currently broken. It used to fill a whole volume from a file stream but this doesn't make sense now that the volumes are infinite. I will change it to accept a Region with in a volume. However, it will still be fairly basic (doesn't handle 'chunks' as such) and I think most people will want custom solutions.
GM_Riscvul wrote:
Are there any plans to add LOD support in the future?
Are you using the smooth extractor or the cubic one? The cubic version was massively improved a month ago and now decimates as much as it can without adding any visual artifacts. I don't plan to take this any further becuase I think any visual artifacts will be very obvious in this case.
The smooth one doesn't have LOD at the moment (beyond what the MeshDecimator provides, which isn't great). I do plan on adding utility classes to resize one volume into another one. This will be a big step in allowing people to perform LOD themselves.