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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41
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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 ...
37
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5answers
14k views

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?
34
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3answers
20k views

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 ...
23
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6answers
14k views

Free voxel editor? [closed]

Does anyone know of a good free voxel editor and/or voxel-to-mesh converter?
21
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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? ...
21
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6answers
8k views

How can I improve rendering speeds of a Voxel/Minecraft type game?

I'm writing my own clone of Minecraft (also written in Java). It works great right now. With a viewing distance of 40 meters I can easily hit 60 FPS on my MacBook Pro 8,1. (Intel i5 + Intel HD ...
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 ...
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 ...
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 ...
16
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1answer
1k views

What are the pros and cons of these voxel data file formats?

.VXL .VOX .KVX .KV6 .V3A .V3B I am trying to decide whether it's worth going with any of the above, or some other, or if I should roll my own. The deciding factors in order of importance are: ...
12
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1answer
2k views

Smooth Voxel Terrain

As a personal project, I'm trying to make a terrain generator that will create terrain looking something like the Castle Story smooth terrain. If you haven't seen it before, here: So as you can ...
12
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4answers
3k views

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 ...
11
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3answers
681 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 ...
11
votes
3answers
4k views

Optimizing a mesh for voxel cube landscapes

Playing around with creating minecraftish/lego world landscapes in Unity 3D (procedurally generated voxel landscapes with cubes), I'm finding that the meshes created for these landscapes take up a LOT ...
10
votes
5answers
3k views

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 ...
10
votes
2answers
337 views

How to determine if a 3D voxel-based room is sealed, efficiently

I've been having some issues with efficiently determining if large rooms are sealed in a voxel-based 3D rooms. I'm at a point where I have tried my hardest to solve the problem without asking for ...
9
votes
4answers
2k views

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 ...
8
votes
1answer
286 views

Curious Transparent Holes Render Artifact

So I'm trying to implement "smooth" terrain in my block engine by giving each surface block a heightmap. Basically, what I do to generate these "heightmaps" for each block is I generate the heights ...
8
votes
1answer
442 views

How do Raymarch shaders work?

I have been looking at shaders found here shadertoy.com and most of the cool ones have noise and raymarch in common. I do not understand the source code at all but I really want to. How do these ...
8
votes
3answers
4k views

Which data structure should be used to represent voxel terrain?

According to the Wikipedia page about voxels, "[...] the position of a voxel is inferred based upon its position relative to other voxels (i.e., its position in the data structure that makes up a ...
8
votes
4answers
881 views

What kind of hardware would be required to render an Earth sized minecraft like map?

I have been thinking about this problem. Is it possible with current technology to create a 1:1 replica of the earth in voxel based game? What's the best data structure to store this giant map? Which ...
8
votes
2answers
208 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, ...
8
votes
2answers
2k views

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 ...
8
votes
1answer
338 views

How can I extend btCollisionAlgorithm to enable collision with a voxel terrain?

I am using Bullet, and am attempting to make a collision algorithm that generates contact points off of a cube-based terrain along with the appropriate collision response. I also plan to extend this ...
7
votes
3answers
2k views

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 ...
7
votes
1answer
631 views

Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

TL;DR — in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, ...
6
votes
2answers
5k views

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 ...
6
votes
3answers
316 views

Managing Voxel Data

I've been programming in C++ as a hobby for about 4 months now, and I've really loved creating stuff using voxels. I wrote a "game" (More of just a personal challenge, as I really only did the ...
6
votes
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
votes
2answers
770 views

Creating a navmesh from a voxel terrain

My world is represented by a 3D density field, where a positive density means solid ground and a negative (or zero) density means air. How can I generate a navmesh from that voxel data, with surfaces ...
6
votes
2answers
2k views

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 ...
6
votes
3answers
511 views

Need physics algorithm for modeling ceiling collapse in voxel-based game

I'm looking for algorithms on how to model the physics of cave-ins/collapses for a game idea I am working on. The game allows the player to extensively mine 3D voxel-based asteroids, and I want areas ...
5
votes
5answers
1k views

Path planning for volumes in games

How would you path plan a volume for a game? For example a 1 km cube with tunnels and caverns. Also the terrain is destructible. You have walking and flying modes. I would separate it into phases. ...
5
votes
2answers
1k views

Dealing with occlusion in an isometric sandbox game

Imagine a 3D sandbox game like Minecraft with third-person isometric graphics. If the camera only moves in two dimensions, and doesn't rotate, then a large portion of the world will always be occluded ...
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? ...
5
votes
2answers
671 views

What are the time-efficiency characteristics of these voxel data structures?

Real-time, high-resolution voxel raycasters tend to use one of the following optimising data structures in order to achieve interactive frame rates. What are the pros and cons to these, and what other ...
5
votes
2answers
683 views

How to texture a surface generated by marching cubes algorithm?

I'm working on a voxel game, and I have some problems with texturing. I have read the related questions on this stack exchange, but they seem adressing a generic problem (using triplanar texturing), ...
5
votes
1answer
713 views

Merging adjacent cubes into large ones

I am currently working on a basic minecraft like game. I have a list of coordinates using which i render instances of a cube model. To optimize my rendering, i need to merge similar adjacent cubes ...
5
votes
1answer
854 views

Producing a smooth mesh from density cloud and marching cubes

Based on my results from this question I decided to build myself a 3D noise map containing float values in place of my existing boolean point values. The effect I'm trying to produce is something like ...
4
votes
3answers
649 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 ...
4
votes
1answer
392 views

What is the proper name for a 2D voxel?

I know pixel might be right, but pixel means something different, especially if a "2D voxel" isn't exactly one pixel (it isn't, in my game). I've also heard "texel," but that seems to refer to a ...
4
votes
3answers
907 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
votes
3answers
3k views

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 ...
4
votes
2answers
240 views

Grids and vertices

I have no idea what this is even called or even to start searching how to solve this problem. So figured I would post here for any information at all. Specially looking for already known solutions to ...
4
votes
2answers
593 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 ...
4
votes
4answers
692 views

Weird block selector selection (to floor or not to floor)?

Well, I am creating a Minecraft like engine in XNA, and since I first implemented the block selector (the cube that allows you to select blocks in 3D space) it has always been very inaccurate. Here is ...
4
votes
2answers
913 views

Where and how to smooth a voxel-based terrain surface?

I want to smooth the blocky terrain in a Minecraft-like world. The smoothing affects visual appearance and physics but not the logic of placing and picking blocks. I have my mathematical formula to ...
4
votes
1answer
931 views

Minecraft style XNA game collision?

I've been trying to get this working for ages now, I can detect if there's a solid block at any place on the map and I can check how far something is inside of it, but I don't understand how to fix ...
4
votes
1answer
647 views

Raycasting problem

I have a problem with my raycasting. I have 8 cubes, that define the first level of an octree (Eg. they create bigger cube). I need to raycast them and "render" each cube. If I have only one cube, ...
3
votes
3answers
858 views

I'm a single developer making a game made of blocks. Can I make 3d characters made of blocks without looking like Minecraft?

I would like to differentiate the look as much as I can but yet it has to be within the limits of what is reasonable for a single programmer can do. I have alot of ideas that would make the game ...