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voxeliq engine | c# & xna 4.0 voxel engine in development

Started by raistlinthewiz Nov 25, 2011 at 9:36 AM 9 replies 9.1k views
Original Post
raistlinthewiz
raistlinthewiz

voxeliq is basically an c# & xna 4.0 based minecraft like voxel engine which pretty in early development stage; We've our development blog located over: http://www.voxeliq.org/.



S?creenshots

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Bloom Effect
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Day & Night Cycle
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Voxeliq Engine V
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Infinitive Terrain 2.0
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Techo Visualizer
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Infinitive Terrain
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voxlr engine II
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voxlr engine I
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Vaughands
Vaughands
I'd love to give it a whirl but the Git is missing.
raistlinthewiz
raistlinthewiz
Sorry we eventually decided it was a bit early to push the source yet and wanted to clean it a bit before, mean while we opened a dev.blog there detailing the development process Make sure you check it out! http://www.voxeliq.org/
raistlinthewiz
raistlinthewiz
Okay we've just frapsed a shiny new video from the engine representing it's current status;

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  • Improved infinitive terrain implementation
  • Better & optimized memory usage
  • Ingame chunks: 1089 ~ 35 million blocks.
  • Basic lightning – though kinda buggy & incomplete.
  • Shiny textures
  • Skydome (with generated clouds), fog, flying support.
  • Basic shovel ~ block build/crack support.
    http://www.voxeliq.o...oxeliq-engine-v
Alpha_ProgDes
Alpha_ProgDes
Isn't there another voxel engine that claims to have infinite voxel rendering? Are you a different team?
Beginner in Game Development?  Read here. And read here.  
raistlinthewiz
raistlinthewiz
If you ment to be http://techcraft.codeplex.com/ I've closely worked them a while back ago, though our code-base are different. Also pretty and minecraft clone around is already infinitive/procedural there.
raistlinthewiz
raistlinthewiz
Oh unlimited details is completely different stuff really. This is actually a block engine.
raistlinthewiz
raistlinthewiz



  • Added a sample bloom effect though it's over applied in magnitude.
  • Replace how block memory is handled. Now blocks are stored in a single huge array instead of array per chunks.
  • Few optimization on generation/lighting/building.

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