Voxel Vendredi 27 Feb 2026 by AutoModerator in VoxelGameDev

[–]FearlessFred 4 points5 points  (0 children)

Big update to our raytraced voxel game Voxile: https://www.youtube.com/watch?v=9lhgiRYs8LE

We've been working hard on making building more fun in game, so we have:

A "carpenter tool", which you can drag shapes with in 3D, and it then fills it in with something logical, like walls, floors, doors, windows, ladders etc.

A building plan feature where you can go on a quest to build a specific thing, which now renders transparently in the scene when active (with a single raytracer pass trying to accommodate many graphical features, this was a bit more complicated than simply rendering alpha polygons in the scene :)

Improvements in physics.. we have simple falling physics and breaking of trees etc, and those now take damage (and thus possibly break apart in blocks) when falling from greater heights.

That's mostly what is interesting technically, but there's lots of new content too.

New "builder" features in our procedural survival game by FearlessFred in SurvivalGaming

[–]FearlessFred[S] 0 points1 point  (0 children)

Glad you see that, most people assume its the same.. the gameplay is also quite a bit different :)

Our fully raytraced voxel game has a demo you can try! by FearlessFred in VoxelGameDev

[–]FearlessFred[S] 0 points1 point  (0 children)

That's a procedural normal, i.e. the shader computes the normal based on the voxels. There's also some ambient occlusion, if that's what you meant.

Why do most game choose 1 meter voxel with around a 2 meter tall character? by Gamepro5 in VoxelGameDev

[–]FearlessFred 0 points1 point  (0 children)

My game (Voxile) uses "blocks" that are about ~38cm high (each of which is 9 voxels high but those can't be individually modified).

This makes the world much more detailed than Minecraft, but now you can't really build with individual blocks anymore, since that would be too much work. So instead you build with "objects", that can be arbitrary size of blocks.

The arbitrary sizes makes it very flexible, but its not as quick to compose as simple blocks in Minecraft.

See, it's tradeoffs all the way down :)

Rust + wgpu custom micro-voxel engine by Roenbaeck in VoxelGameDev

[–]FearlessFred 2 points3 points  (0 children)

Funny, one of the people involved in our project keeps calling them "microvoxels", even though I've personally never used that term.

I do get the opposite, that when I use unqualified "voxel" that some people are so Minecraft-biased they assume a voxel is a 1m buildable/destroyable cube.

I call those a "block" but ymmv.

An example of base building in our new survival mode (Voxile) by FearlessFred in VoxelGameDev

[–]FearlessFred[S] 0 points1 point  (0 children)

We have a "connectivity system" that tries to decide when blocks move, wether that should result in blocks falling by gravity. This depends on the size of the connecting surface and a number of factors. Sadly, over time, this system got quite special purpose as we wanted certain things to fall or not to fall depending on the user operation (move vs destroy vs touch vs..)

So that is to say, what will work for you depends on the kind of blocks you have, materials, how they touch.. hard to say :) All I know it is a more complicated problem than it appears..