Monthly Archives: November 2012

Voxel Engine, First Results

It’s been a month since I started implementing a basic voxel engine in Unity 3D for my game(s). What I have now: Chunked terrain, editable on-the-fly (adding/removing blocks in the game) Mesh generation Optimized collision meshes which are generated separately … Continue reading

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Why Voxels?

So, this is my second serious attempt to create my own game. The first one seemed promising at the beginning, but eventually I became somewhat disappointed with it, for different reasons, mainly because of too big scope for a first … Continue reading

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