Break
Turns out my break from game development lasted much longer that I would have hoped. Quite the collection of large life decisions all seemed to come up just as the new year started. After a lot of time and focus, I think I have them pinned down enough to start taking a new project seriously again.
Voxels
So as the title might hint, I've decided to give a voxel game a try. I've enjoyed playing quite a few in the past, and there is a certain technical aspect to them that I'm excited to learn. Plus I figure I might be able to end my long streak of canceled FPS project if I try generalizing 3D in a simpler abstraction.
A world with 5 voxel chunks.
Blue chunk with a cursor hovering over one of it's voxels.
Blue chunk after a voxel has been removed by the cursor.
As usual I'm building the entire structure of the game from scratch so that I can get the most learning out of the project. I'm using my primitive game engine synthpressure for the general structure of the game, and everything else is new code.
After a short period of tinkering I think I've gotten a basic chunk game object created. The player can use a grid-locked cursor to add or remove voxels from these chunks. With the help of a simple occlusion trick, each chunk renders pretty effectively. Very basic stuff, but it seems like a good foundation to build on. Next up will be some code to add and remove chunks as the world needs.