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Voxel Physics

What if I told you that you could have your cake and eat it too? You would be pretty pumped wouldn't you?

In the video game world, voxel based game engines have been pretty limited, they have traditionally been either rows of blocks like minecraft, or insanely complex clouds of data that are very hard/impossible to interact with (i.e. Euclideon's unlimited detail engine).

I've posted about this next engine in the past, it's called the voxel farm. And the man behind it just showed off a very cool tech demo. Before I get to what is new, here is a brief summary of what his engine does and is capable of.


-Converts voxel data into meshes
-Procedural terrain (think minecraft's infinite world, but not blocky)
-Procedural instance generation (think being able to generate trees/buildings/rocks/etc and never ending up with the same item twice).
-Editable worlds (you can place or cut out blocks/beams/spheres/columns/trees/buildings/anything out of anything! For example, you could place a building, blow a hole in the wall for another door)

His latest tech demo however has shown another great leap forward in his technology. The voxel generated mesh can now be processed by a physics engine! That's right, you can blow things up and have chunks flying around! Don't just keep reading, watch the video below.

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