About War of the Voxels with
by untitled on Jun 18th, 2013
Last week, I showed a "sphere" generated from dual contouring.
I'm pleased to now say that the new engine has advanced a lot, and is now capable of producing terrain!
Take a look:

As you can see, there are still some lighting artifacts, but the terrain itself seems to be properly generated. The next step is probably adding functionality to modify the terrain, and after that, some level of detail code to possibly triple the render distance.
Well, that's it for this week! Next week, expect to see a video (although I can't guarantee it) showing the ability to modify the terrain.
If you're looking for more frequent updates, check out the forums! I generally post daily there about what I worked on for the day.
Forum: Warofthevoxels.com
THIS IS AWESOME! Now even I can make a minecraft clone! Thank you! ^_^ I hope the mac version gets released the same time as windows... mac user.
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I fail to see your logic. Please do not reply again.
You know that a voxel is the smallest unit, equivalent to a pixel, so there are no slopes in a voxel engine possible. This engine is a block-engine. Minecraft is not a voxel game. That's like calling a game where you have to move boxes around a pixel game.
You know that there are colloquial definitions beyond the exact definition of a word, right? Colloquially speaking, a voxel is a minecraft-esque unit. By your logic, "3D engines" do not exist; instead they are "3D Projection Onto a 2D Plane Engines"
You should not name you work colloquially, especially if are not foreign to game development. The definition of a voxel is, with exception the use in game journalism, very clear. Quoting wikipedia: "A voxel (volumetric pixel or Volumetric Picture Element) is a volume element, representing a value on a regular grid in three dimensional space. This is analogous to a pixel, which represents 2D image data in a bitmap (which is sometimes referred to as a pixmap)."
And besides the "smallest unit problem" rendering in a voxel engine shouldn't use polygons.
You don't show me why my logic is wrong, because a "3D engine" presents 3D-images and there is no problem with that.
A 3D engine does not present 3D-images. Unless monitor technology has substantially improved overnight, the last time I checked, games could only project 3D objects onto a 2D plane (the screen) instead of displaying a true 3D representation of the scene (which I believe is analogous the mainstay of your argument).
Instead, a 3D engine is a 3D engine because the objects are internally handled as 3D objects. Merely the rendering technique is not entirely 3D. The same is with all "voxel" engines. Perhaps they aren't *true* voxel engines, but they come pretty darn close and internally handle the data has voxels. Bloxel internally is a voxel engine, and it makes no difference if it has a rendering interface that renders the voxel data as polygons.
I will use this engine when it comes out, can you make zombie games in it?
"ZombieBlock"
All the engine is, well, an engine. It doesn't have any preset gameplay; all it does is manage and render a gameworld.
(So the answer is yes)
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