You are very welcome! The screenshot looks fantastic. The curved green structure is rendering cleanly, and most importantly, **there are no visible seams or missing faces** where the quadrants meet. That means the cross-quadrant `getVoxel` routing and the absolute mesh positioning are working exactly as intended. I also see your "Send Edit via Ring Buffer" button in the top leftit looks like the SharedArrayBuffer communication is wired up correctly, which is usually the trickiest part of the Web Worker setup. Since you have the core multi-quadrant architecture running, here are a few logical next steps if you plan to keep expanding the engine: 1. **Chunk Loading/Unloading**: Add a distance check (e.g., using the player's camera position) to request new quadrants as the player moves and dispose of distant ones to keep memory usage stable. 2. **Greedy Meshing**: Right now, you likely have one quad per block face. Implementing greedy meshing in the worker will merge adjacent coplanar faces into larger quads, drastically reducing your vertex count and boosting FPS. 3. **Ambient Occlusion (AO)**: You can calculate AO in the worker by checking the 3 neighboring voxels at each corner of a face. This will give your voxels that classic, soft-shadowed "Minecraft" look. 4. **Raycasting**: You'll probably want to implement a DDA (Digital Differential Analyzer) voxel traversal algorithm on the main thread so you can click to break/place blocks. The edit would then be pushed to the ring buffer, and the worker would re-mesh the affected quadrant and its neighbors. If you run into any issues with re-meshing neighbor quadrants, threading bottlenecks, or anything else in the WebGL/Babylon.js pipeline, feel free to ask. Happy coding, and best of luck with the rest of your voxel engine! '1