Once you get used to visualizing the simple voxel data there are many fascinating things you can achieve, and hopefully these guides will show you the mysteries behind a good voxel engine. ![]() There are many different tricks you can do with voxel data that allows you to achieve these goals, some are efficient programming tricks, others are rendering optimizations. Expansive – The overall scale of the world should be large and not limited by arbitary constraints. This guide will attempt to practically explain how signaling for railroads works in voxel tycoon.Dynamic – The voxel engine should be able to modify ANY voxel within the world at ANY time.Efficient – Able to render a large number of voxels on screen at once.The main goals and ambitions of a good voxel engine are as follows: I am currently using the voxel engine I have created to make a brand new voxel based adventure, RPG and creation game called Vox, information about this can be found at IndieDB. I will also be uploading videos to my YouTube channel so if you like to see visual progess you can subscribe to my channel for updates. Anyone who understands OpenGL should have no problem translating my native renderer code back into OpenGL, and in some instances I will provide the OpenGL calls in these guides. Most of the rendering code for these guides will be written using my own personal rendering library, which is essentially a wrapper around OpenGL, where I abstract away the OpenGL calls or group together common OpenGL functionality into a single renderer function, to make the game code easier to manage. These guides are going to assume you are familiar with 3D graphics and 3D math and have already done some programming in a 3D environment, such as OpenGL or Direct3D. The more complex tasks such as chunk management or collision detection can be thought of as singular problems and tackled individually as sub-tasks. It is easy to start with something very basic and slowly build up to a more complex and thorough voxel engine with lots of little steps. Making a good voxel engine takes time and effort, but luckily the process fits nicely into an iterative development cycle. ( Voxel information) The main purpose of these guides is to introduce you to voxel engine concepts and ideas which help you produce an engine that satisfies a number of goals. If you don’t know what a voxel engine is you should probably research that first. This series of guides and tutorials is going to be on the topic of making a voxel engine. Please be sure to checkout Vox, the game I am making that is based on the code contained on this site. If you are interested in learning about voxel engines, or want to make your own voxel game then these articles and tutorials should help you achieve this. Other than the performance issues, I have no major problems with it, mostly just QoL related nitpicks.These tutorials and guides are what I wrote as I made my own voxel engine which later changed into the game Vox. ![]() I'll pick it up again once/if it gets polished a bit more. Anyway, I finished all the research and dropped the game. I'm not sure why Voxel Tycoon was programmed in a way, where the CPU starts struggling as soon as the game starts being interesting. OpenTTD can handle thousands of entities and still run very well. The framerate very quickly drops from my 240FPS cap down to almost single digits with high game speed and that's after having no more than 200 vehicles in around 10 hours of gameplay. ![]() I've played 25 hours, two save games and each one of those worlds had massive performance issues on a fairly decent PC (R93900x, 3080, 32GB). I have only one major issue with this game and that's the performance. Lots to love about this game, great combination of Transport Tycoon and I guess Factorio, where you basically build factories with conveyor belts and then connect them together with trains Transport Tycoon style.
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