I finally turned my voxel engine into the prototype for the slopey cubes algorithm I was planning on using for my game. I use the work "was" because there are some striking issues with the algorithm. The main problem is the holes created by the slopes due to there not being faces on the interiors of voxels. In the 2D representation this wasn't a thing because every square was either filled or not filled; however, in 3D, a cube of voxels would not be entirely filled in, but the outside surface would be represented. The way to fix that would cause one thing to lead to another and it would just be an implementation of marching cubes, the very algorithm I was trying to avoid using in the first place.
I'm considering scrapping the project, which is a shame, because I've made a lot of progress on this voxel engine. This version has multithreading and dynamic chunk loading, and in another version I've added texture support and optimized it to bits. There's a few hurdles that I just don't know if I'm going to be able to get over. Number one is shown with this page. The algorithm that I was relying on to make my game visually distinct isn't really working. Another big roadblock is that the way I've structured chunk loading and management, it's going to be very difficult and slow if not impossible to add block modification (placing and breaking) or multiple block types. There's a page in The Underground for the final engine. I can't link it here so you'll have to find it yourself
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