DevBlog: chrisbot6.webs.comI've started work on a voxel engine! It's called VULLEN and it can do some pretty neat stuff. It's still in development right now, but hopefully i'll be able to one day turn it into something much more interesting!
The engine is coded in C++, made for the Ogre3D graphics engine.
FAQY U MOVE DISThis wasn't getting any attention in Off Topic, and I think it was in the wrong board, too. I have locked the old topic and intend the discussion to continue here.
How did you make this?It uses Ogre3D (C++)
It also uses CEGUI but there is currently no UI features implamented.
How is it so efficent?There's two objects: Vullen Renderer and Vullen Manager. The Vullen Renderer builds the world based off the information in the 3D map array. It processes commands from the Vullen Manager, which holds all changes that are made to the world for a breif period. The Renderer renders the world in chunks, meaning that it is easily modifyable and the whole world does not have to reload each time a block is placed. The current chunk size is 16x16x16, the map size is 256x256x256 (8x8x8 chunks)
The renderer can access the manager, but the manager cannot access the renderer. This means that the manager builds a list for the renderer to read (efficiency!).
Is there a video?http://www.youtube.com/watch?v=IUh0p0FW3Y0&feature=youtu.bePictures?Randomized Sphere Thing:


Perlin Noise Terrain:






Do you need help?I'm looking for someone to help with cubish player and vehicle models, as well as a UI artist for menus. I'm also in search of a C++ coder who can help with collision implamentation and player control. Other than that, i'm good.
What will this be?Whatever I decide. It'll probably be a tactical game, but right now i'm just focussing on getting a first person prototype that I can release working.