r/VoxelGameDev

Image 1 — Debate : voxel are aesthetic or just technology ?
Image 2 — Debate : voxel are aesthetic or just technology ?
Image 3 — Debate : voxel are aesthetic or just technology ?

Debate : voxel are aesthetic or just technology ?

Imagine a game that is technically built entirely with voxels, but where the voxels are so small (or the world resolution is so high) that the traditional blocky look, like Minecraft, is almost invisible.

Would it bother you if such a game were described as a “voxel game” ?

On one hand, it would be completely accurate from a technical standpoint. On the other hand, the word “voxel” is now so strongly associated with a specific visual style that it could create false expectations for players.

So I’m curious to hear what you think : does the word “voxel” primarily describe a technology, or has it become a visual style in itself ?

For a concrete example : all three images come from my Unity sandbox. The clouds themselves are made of voxels roughly 20 meters wide, contained inside volumes about 4 km across, with a view distance of around 30 km in these screenshots.

At that scale, you can barely perceive the individual voxels anymore but technically, everything is still voxel-based.

u/dispatchcolony — 21 hours ago
▲ 74 r/VoxelGameDev+1 crossposts

Improving Rendering Distance in my Micro Voxel Engine

For the past three weeks, i’ve been working on hard improving the render distance in my Micro Voxel Engine, particularly due to the feedback of having N64 viewing distance 😅

I’m pretty happy with the end result of increasing render distance from 300m to ~10-15km, while running at 45-50 FPS on an Apple M1 Pro.

Note: this engine uses meshing rather than RT/DDA.

— Macro chunks —

All chunk generation functions now include a sieve function to automatically be able to generate at 1/N resolution without any changes. This also applied to generated features and stamps, enabling chunks to be generated at any resolution without downsampling.

Macro chunks also independently record and resolve local edits. They are saved (and cached) independently so that terrain edits are maintained without needing to maintain the full res copy in memory.

The lower band LODs are very quick to generate. At this point I could add even more bands, and a 1/64 res chunk takes the same time to generate as a high res chunk, but covering huge distances.

— LOD transitions and adaptive fog —

I primarily use transient transitions where the detail levels fade between each other once, rather than a continuous gradual transition, as this is around 30% cheaper on the GPU and looks “nearly” as smooth in most scenarios.

Adaptive fog scales the effective draw distance dynamically based on loaded bands. Bands generate from high to low so during fast motion, if needed, we temporarily reduce draw distance until chunks have loaded.

— Macro chunk cards and props —

This was the hardest part, keeping identical prop coverage for trees and items without needing to instantiate millions of entities:
-Macro chunks retain a list of props whose IDs are deterministic based on position and type. If the real entity is destroyed, we can map this to the macro chunk set and remove. Likewise for newly spawned props.
- grass and foliage do not map 1:1 with the actual loaded props, but follows the same generation pattern, so technically there will be disparities, but a good trade off to avoid millions of tracked grass items.

youtu.be
u/MGMishMash — 2 days ago
▲ 649 r/VoxelGameDev+2 crossposts

Voxel based Depth-of-field

full blog post here: https://phantum.de/2026/05/18/voxelzeug-xviii-voxel-based-depth-of-field-pt-1

In my renderer Voxelzeug that I am developing the smallest, indivisible element is a voxel: A voxel (like a pixel) can only have a single color and must always have sharp outlines.

How do Lighting, Reflections and camera blur (depth of field) among other things work with these constraints - with Voxelzeug I am exploring these questions?

The above shows my first attempt (which I a currently changing) for voxel based depth-of-field. The geometry is modelled as an OC-Tree: Starting with a single cube that engulfs the whole scene and with 8 child-cubes of half its size (side length). Each of those 8 child-cubes has themselves 8 children, all the way down to eventually a voxel.

During raytracing per individual ray the tree might not get fully resolved, based on its distance to camera.

u/phantum16625 — 4 days ago

Working on a VR voxel editor

Tried MagicaVoxel before, but the lack of depth control is just too much to couple with my lack of artistic skills. Only if I have a stylus that works in 3D... which I do!

Finally got the most basic thing to call it an "editor" done today (add/remove voxels, and move the model around). Implemented with Bevy/ Bevy Mod XR, with custom voxel rendering algorithm (Large cube meshs that renders the SVO inside). The algorithm is designed to do third person view, and I had to insert extra triangles when the cube intersects the near plane, to prevent the whole chunk from getting clipped (the camera for recording still have some bugs on this).

While it is still crude, the handling does feel quite nice and intuitive.

Make games, not game engines, nor the dozens of tools that might be used for the game that has zero progress.

u/saphirrflamme — 2 days ago
▲ 38 r/VoxelGameDev+1 crossposts

Some anti gravity voxel stuff (try 3)

I posted this twice earlier (months ago), but mods keep removing it for reasons. Cause i need to proof more i made it myself based on the content? (i don't get it).

So, here is the source:

https://perh.app/b89c006f/trials/00002-voxel-game-publish/index.html

Code is 99.99% free of AI bullshit (maybe some old shard). Its three.js + rapier.js.

Press tab+m and then release tab to put it in manual mode. Game pad support is also enabled (i think). Change config.js to change voxels of the car.

Let me know if it works/fails etc. And ask me anything!

u/seweso — 3 days ago
▲ 17 r/VoxelGameDev+3 crossposts

Progress on my custom voxel engine (VoxelForge): Coastlines, procedural palms, and wind shaders :)

Hey everyone!

The engine is really coming together and the scenes are starting to feel much more alive. Here is a look at the coastal/ocean biome generation in VoxelForge.

Current features shown in the video:

  • Coastal Topography: Smooth island transitions, shallow sandbanks, and deep seabed generation.
  • Procedural Palm Trees: Curved trunks, coconut clusters, and cascading fronds.
  • Foliage Wind Animation: Vertex shader displacement applied to flowers and palm canopies for organic breeze movement.
  • Water & Lighting: Water transparency with reflections and a warm summer lighting profile.
  • Skybox & High Clouds: Volumetric layered voxel clouds with horizon-aware rendering.

Still actively optimizing batching and draw calls, but really happy with how the atmosphere is turning out.

Feedback and thoughts are always welcome!

u/_m4ndingo_ — 3 days ago

Why do my posts get removed without explaination?

what is going on? what is happening???

how can you post here if stuff gets removed without explaination?

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u/seweso — 3 days ago

Need Help regarding a project!!

Hello Guys, I'm a game developer but i have never worked on voxels before, i came across a game on Google Play Store Voxel Shooter, can anyone please guide me how they have created such objects ?

u/bunPatty — 3 days ago

How do games like Space Engineers/Scrap Mechanic make their voxel grids?

Space Engineers 2 voxel grid example

Scrap Mechanic voxel grid example

This isn't me asking for a tutorial. I'm rather interested how in the specific case of games like SE/SM voxel grids are handled. (I personally couldn't find any specific devlogs or technical discussions from them, so if any one of you can find anything do tell).

Some info about them, basically they both are sandbox games without a full voxel/cube world, but Space Engineers have full destructible planets and asteroids with smooth terrain, while they use voxel/block building for spaceships/structure. Similar story in Scrap Mechanic except they have basic heightmap terrain. So the voxel grids are individual per structure, irregular and dynamic in size.

I want to find specifically about their material shading system, the system for my game encodes material ID in the RGB channel of a vertex, so I dont have to pass extra data to the GPU. If SE/SM does this aswell, then their greedy meshing algorithms will be less effective due to not being able to combine multiple materials. But I guess if they do it that way its good enough.

If they dont do this however, and do pass additional material/shading data to the GPU per each grid, how do you reckon they do it? Texture uniforms? Buffer Objects?

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u/Corruptlake — 5 days ago
▲ 23 r/VoxelGameDev+1 crossposts

Working on a RTS game engine - Implemented Worley noise for the terrain

Changed the previous fbm noise into worley noise.
Next gonna work on the biome blending :p

u/Similar_Place6762 — 8 days ago

What (if anything) is missing in tutorial space?

I'm sure many of you are significantly better versed in the techniques and technologies for making voxel engines than I am. That said, as part of my own learning I thought I'd do some write ups on my progress. Less dev log and more tutorial because I don't mind sharing code with others, it's highly unlikely it'll ever make money so I'd rather it be something someone someday finds useful.

That said, I am really unsure what to include or what length to speak at. So, what would people even want to see or read?

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u/mot_hmry — 9 days ago
▲ 48 r/VoxelGameDev+1 crossposts

Destructible Voxel Based Foliage - Progress!

This week I spent a great deal of time working to port the model into discrete voxels. I wanted the ability to generate variation in foliage without the manual authorship of thousands of trees of the same type, so I built a system to generate the variations based on random rotations and templates. Here are a few images showing the progression of the foliage. The first is the final result, the second image is the underlying collision mask, the third image is the mesh as shown in my editor I built, and the last is the skeleton of the tree.

There are a few cool features of this system, the first is that trees can be destroyed at a per-branch level. The second is that the destruction of the tree cascades through the voxels, so chopping the tree at the trunk destroys the whole tree. I'm really happy with this result, and although I need to work on the mesh geometry for the trees to work better with my style, I'm very pleased with the progress.

This is the last tree post for a bit - I promise, I don't want to overwhelm the sub with tree posts 👀

u/OneTrueRou — 9 days ago

Voxel Game Engine & Real-time Editor (C++ / Vulkan)

I am working on a voxel game engine & editor with the purpose of fast iteration and hand-free voxel drawing for those, like me, not willing to do 3d modeling, and making it fast even on older GPUs. So here is a demo I wanted to show you.

There are now too many technical details to cover. I'll probably write a full article later, but in the meantime, here's a brief overview.

The terrain is an editable SVDAG (Sparse 64-tree with only de-duplication at the last layer of the tree). The voxel editing works a little like what is described in the HashDAG paper:

Starting from the root node of the 64-tree, I evaluate a coverage test between any input shape and the AABB of the node
- If fully covered, the node becomes a voxel leaf
- If partially covered, recurse into children and repeat
- otherwise, stop

and a regular hash table is used to prevent the duplication of 4x4x4 groups of voxels at the end of the tree.

The whole tree is uploaded to the GPU at once for each edit (bad idea but it has not become a liability yet).

Everything is raymarched and path traced in a single compute shader: First, the SVDAG terrain, then the entities, for which I first test the intersection with their AABB then apply the transform (scale,rotation,position) by simply multiplying the inverse transform matrix with the ray direction & origin when I raycast them.

Entities can be anything raycastable that comes with a transform matrix and a AABB, like an SDF, or a raw voxel grid with directional distance field stored in empty voxels.

The pinball physics are just hard coded for the purpose of testing the engine so nothing new or fancy.

u/Mioliths — 10 days ago
▲ 17 r/VoxelGameDev+1 crossposts

Eleven arenas, one continuous orbit

Eleven arenas from the creature collection RPG I am building on my own. Two seconds each, one continuous orbit, cut at matching points in the movement so it reads as a single take.

I am curious whether the cuts hold up for anyone else or whether you can all see the seams.

u/baltasomnia — 9 days ago

[Hobby project, not paid] Looking for Java devs to build a Minecraft-inspired voxel game

​I’m starting a chill side project called Delve under a team named Yoro, and I'm looking for a few fellow Java devs (maybe 3–5 people) who want to team up and build a fun, Minecraft-inspired voxel sandbox game together. ​Full disclosure on progress: Code progress is basically zero right now, but I’ve already drawn a ton of detailed 16x16 pixel art textures. I’m looking for core collaborators to jump in from the ground up so we can bring this world to life together as a small core group. ​It takes heavy inspiration from Minecraft's core concept, but with our own spin on mechanics, gameplay, and visuals. ​What we’ll be building/tinkering with: ​Getting Java windowing and block rendering running ​Terrain and cave generation (noise algorithms) ​Player physics, inventory, AI, and survival mechanics ​This is a $0 budget, zero-pressure hobby project. No strict deadlines, no job-interview vibes—just a small group of coders hanging out, learning, and making a cool game. ​If you like Java, love pixel art/voxel games, and want to help build this from scratch, shoot me a DM!

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u/PhasedSoda — 12 days ago