VOlumetric piXEL (volumetric picture element). An approach to world construction that uses small, uniform volumetric elements as opposed to the larger, non-uniform polyhedra most commonly found in contemporary games.

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How are voxel terrain engines made?

A few days ago I found something called voxel terrains and I think that they're pretty cool. But I don't know anything generating them. Do you model it in your modeling software or use something like ...
2
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3answers
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Optimized rendering of a cube mesh world

I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...
9
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4answers
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Cast ray to select block in voxel game

I am developing a game with a Minecraft-like terrain made out of blocks. Since basic rendering and chunk loading is done now, I want to implement block selecting. Therefore I need to find out what ...
7
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3answers
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How do I implement a Bullet Physics CollisionObject that represents my cube like terrain?

I've successfully integrated the Bullet Physics library into my entity/component system. Entities can collide with each other. Now I need to enable them to collide with the terrain, which is finite ...
4
votes
3answers
905 views

How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?

I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between ...
4
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3answers
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Voxel heightmap terrain editor

I've recently been experimenting with a simple Voxel-based 3d engine (think Minecraft) which uses heightmaps to define terrain in the following format: http://en.wikipedia.org/wiki/Heightmap Does ...
11
votes
3answers
679 views

Algorithm to see if two voxels are interconnected

I'm looking for a good algorithms for the following problem: Given a 3D grid of voxels (which may be either empty or filled), if I pick two non-adjacent voxels, I want to know if they are connected to ...
4
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2answers
585 views

Square game map rendered as sphere

For a hobby project of mine I have created a finite voxel world (similar to Minecraft), but as I said, mine is finite. When you reach the edge of it, you are sent to the other side. That is all ...
8
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2answers
207 views

Determining if removal of a voxel will break up a group

I have the following situation: I have a 3d grid of voxels (on/off, the max size is probably 128x128x128). I know in advance that inside the grid, all the voxels that are turned on are interconnected, ...
6
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1answer
1k views

How to flatten out terrain and make better caves with Perlin noise

I'm currently using Perlin noise to generate a terrain. This is my actual attempt to create caves. I do get some sort of cave structures but they are small and are always close to the edges of the ...
6
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2answers
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How to store 2D tile-map

I want to create a 2D map composed of small tiles, that should look like voxels (eg. this just from side). I think I can make a structure like Voxel2D, that have int X, Y and some Color, and every ...
37
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5answers
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What are some good resources for building a voxel engine? [closed]

What are some good resources (tutorials, code, papers, etc.) for learning about voxel rendering?
6
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2answers
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How to handle a Block World like Minecraft

I want to write a simple game with a block world like in Minecraft. My theoretical question is what is the best way to handle this block informations during playing. My first Idea was a huge array but ...
8
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2answers
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Cave generation with Perlin worms

I'm currently trying to generate a Minecraft like voxel terrain with 3D Simplex Noise and also want to implement caves. I found the method of Perlin Worms in this thread, which generates really nice ...
40
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7answers
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How to improve Minecraft-esque voxel world performance?

After playing Minecraft I marveled a bit at its large worlds but at the same time I found them extremely slow to navigate, even with a quad core and meaty graphics card. Now I assume Minecraft is ...
16
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3answers
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How can I generate floating land masses for a Minecraft-like engine?

I am creating a Minecraft-like engine in XNA. What I want to do is create floating islands similar to the one shown in this video: http://www.youtube.com/watch?v=gqHVOEPQK5g&feature=related ...
21
votes
1answer
7k views

Is a voxel engine appropriate for a Minecraft-like game?

Why does Minecraft use polygons to draw the world terrain instead of voxels? Would a voxel based rendering engine be appropriate for a fully destructible game world built out of cubes like Minecraft? ...
19
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3answers
5k views

For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?

Given a fairly static voxel array, what is more efficient: using the CPU to pre-generate a VBO to render the voxel faces (ignoring more advanced forms of rendering like marching cubes for now) or ...
10
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5answers
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Working with lots of cubes. Improving performance?

Edit: To sum the question up, I have a voxel based world (Minecraft style (Thanks Communist Duck)) which is suffering from poor performance. I am not positive on the source but would like any possible ...
16
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5answers
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Is Unlimited Detail real?

Many aspects of Unlimited Details Unlimited Detail Technology seems dubious to me, even the introductory paragraph (because of the usage of the word unlimited): Unlimited Detail is a new ...
12
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4answers
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How can I implement voxel-based lighting with occlusion in a Minecraft-style game?

I am using C# and XNA. My current algorithm for lighting is a recursive method. However, it is expensive, to the point where one 8x128x8 chunk calculated every 5 seconds. Are there other lighting ...
-1
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3answers
3k views

3D Procedural Planet Generation [closed]

I was looking for some inspration for my Voxel based game I am writting and came across this: http://www.youtube.com/watch?v=rL8zDgTlXso. I would like to know how to go about (or preferably source ...
3
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2answers
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Understanding marching cubes and voxel data relationships

in case it matters i'm doing all this in unity with C# ... I think I missed something or maybe don't understand the logic correctly. I have an existing voxel engine that looks very "minecrafty" at ...
4
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3answers
647 views

Voxel engine artifacts

There are white little dots between blocks at random places, mainly at very near blocks. They disappear when I move the mouse and change the view direction. I use Vertex Arrays with ...
5
votes
1answer
264 views

Method for procedurally creating spawn points

I have a world made of floating islands that are procedurally generated. I would like to spawn enemies or the player in logical-non-falling-into-space spawn points. Ideas on how to accomplish this? ...
3
votes
2answers
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Collision Detection problems in Voxel Engine (XNA)

I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have ...
2
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2answers
276 views

Should I always be checking every neighbor when building voxel meshes?

I've been playing around with Unity3d, seeing if I can make a voxel-based engine out of it (a la Castle Story, or Minecraft). I've dynamically built a mesh from a volume of cubes, and now I'm ...
2
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1answer
430 views

How do I clear up artifacts between aligned faces when using AA in XNA 4.0?

I'm working on a graphics engine that lets you walk around a world that is made up of cubes (voxel engine) and I'm having some difficulties getting the results I want. I'm not the best at 3D ...
1
vote
1answer
199 views

How should I setup my minecraft-like world rendering for the best performance?

I want to know what technique will give me most fps in game. I have minecraft-like world and I need to display it. Now I have only one cube, created as VBO and if i need to display cube I just display ...