I'm working on implementing collision detection on voxel terrain (Like Minecraft) with AABBS.
Right now, I have it so I can tell if a point is within a voxel or not, I do this by having a 2D byte array of active voxels. If a byte at any index is 0, the voxel is air. If its 1, its solid. Right now I'm just testing to see if the voxel at the player's position vector is solid or not.
My problem is, I now wish to implement AABBs to get more precise detection, but I have no idea how to do it without checking if all the voxels within the AABB are solid. That might now be a problem for games like Minecraft, where there would only have to be about 1 extra voxel check, but the voxels in my game are much smaller (The player's dimensions are about 4x10x4), so I would have to check a lot of voxels.
Ive seen one or two other people having a issue similar, but I didn't find the answers they got clear enough, and so I come here asking for your help.
Thanks.