The reason I made the new voxel engine is so that I could have everything as voxels.
The old engine everything was meshes, that’s why we could have curvature avatars and infinitely thin planes and polytext that was weird shapes.
This was very quick to develop on, since Babylon.js had all the helpers to make it easy.
For version 1, a world of art galleries it was the idiomatic path and it came together really fast and let me capture that digital art explosion of 2018-2019.
The difference now is that I want to build a convincing world, one where everything can be changed, where nothing is fixed and you can draw on the floor or move a chair or punch a hole in the toilet wall or plant a tree that will keep growing. This you can make a cave and put some glow works there.
To do that I need all the geometry to be live and editable and calculable. The meshing step is slow and because of that I only had editing on the largest voxel fields.
Small voxel models had to be built or edited in external programs.
But now any voxel anywhere in the world can be deleted with a single write of a byte.
Instead of editing take 500ms and billions of compute cycles it takes a single cycle and 7 milliseconds.
















































































































