When I rotate the blocks, sometimes I can see through them. If it renders using raytracing and the rays step by the same distance, then the rays are likely going through the cubes without detecting them. There is this algorithm called DDA stepping that makes the ray travel along the sides of voxels rather than a constant distance, making the rays never skip voxels. Another advantage is that it makes side detection easier. I believe you’ve already seen it but 3D voxel rendering engine I made with copilot, using https://github.com/DeadlockCode/voxel_ray_traversal as a guide. the main reason I used copilot was because I have no understand of rust (the programming language the github repo used). my project only renders actual voxels, it does not work with rotated cubes (like the entities in Minecraft).