turns out there's a scheme for spacial subdivision in the alternated cubic honeycomb. tetrahedra subdivide into four tetrahedra and an octahedron; octahedra subdivide into six octahedra and eight tetrahedra. At any level of subdivision, all faces are exactly the same size equilateral triangles. #gamedev
I think this is what matters for a relatively organic voxel system (relative to cube voxels).
My semicolon key is borked. This has suddenly become a significant factor driving my adoption of #Kotlin.