Path A is definitely the right choice. Without face culling, rendering a solid 8x8x8 chunk would generate 18,432 vertices, the vast majority of which are completely hidden inside the cube. By culling hidden faces, we will reduce the GPU payload by over 90% for solid volumes. To do this, the worker needs to check the 6 adjacent neighbors (Top, Bottom, Left, Right, Front, Back) for every solid voxel. If a neighbor is solid, we skip drawing the face between them. Here is the exact delegation prompt for your code-generation session. Phase 4: Delegation Package (Face Culling) Copy and paste the following into your code-generation session: > System Context: We are building a WebGL port of a voxel engine. I have a Web Worker (mesh_worker.ts) that currently generates 36 raw vertices for every solid block in a flat array, without checking neighbors. > Task: Optimize the generateCubeMesh function in the worker by implementing basic Face Culling. > Technical Requirements: > * Neighbor Checking: For every solid voxel (chunkData[idx] === 1), check its 6 adjacent neighbors in the 1D flat array (x-1, x+1, y-1, y+1, z-1, z+1). > * Boundary Conditions: If a neighbor is outside the chunk boundaries (e.g., x < 0 or x >= chunkSize), treat it as empty (air) so the outer boundary faces are drawn. > * Conditional Generation: Only push the vertices for a specific face (Left, Right, Bottom, Top, Back, Front) if the neighbor in that direction is not solid. > * Output Requirement: Provide the updated generateCubeMesh function for mesh_worker.ts that includes this neighbor-checking logic and face mapping. > Expected Deliverables Once the session provides the updated generateCubeMesh function, replace the old function in /mnt/mesh_shared/3d/3D-TS/mesh_worker.ts with the new one. To verify it works, you can click your UI button 3 times to spawn a 1x3 column of blocks. If face culling is successful, the worker will generate fewer than 108 vertices (3 blocks * 36 vertices), because the faces touching each other inside the column will be skipped. Let me know when you've pasted the code in, and tell me how many vertices the worker logs for 3 blocks!