4 ms·
Nope, not related (other than the fact that it uses voxels :) ). As other people mentioned, a voxel is sort of a 3D pixel (VO-lumetric pi-XEL) - it is just a w
by gavanwoolery 12y ago
Nope, not related (other than the fact that it uses voxels :) ). As other people mentioned, a voxel is sort of a 3D pixel (VO-lumetric pi-XEL) - it is just a way of representing a particle of data in 3-space (how it is represented and how it is rendered is really up to the programmer).
Minecraft is a voxel game, although there is much (heated) debate over what constitutes a voxel. The main contention with Minecraft is that, while the data is voxel-based at a macroscopic level, each cube contains texture maps (texture-mapped polygons, to be precise), which "violates" the idea of a "pure" voxel (personally I could care less, I'm only specifying what people are debating about). A "pure" voxel being the smallest element of data for visual representation, usually with only one color associated with it (as with a pixel). Some people call Minecraft-style voxels "boxels" - although I once did this and suffered the wrath of the internet.
In my opinion, there is nothing inherently interesting about voxels. There are a few things that they are well suited for which makes them interesting though:
1) Simplest way to build 3D objects, akin to working with Legos. Even four year olds play Minecraft. At a higher voxel resolution, it is like working with clay. Voxels don't suffer from many issues polygons do: overlapping polygons, wrong directional vector or point winding, gaps in the mesh, a corrupted mesh (i.e. twisting a limb too much and making the polygons overlap), and more.
2) Closely associated with pixel art, which has a unique aesthetic appeal. In many cases, voxel art is designed to be low res / chunk, such that it is "timeless" - just like pixel art. Polygons are usually not regarded as this, but there is a new movement with low-poly art that I think could be considered equally "timeless"
3) In my case, why I chose to work with them: they are a godsend when it comes to procedural generation (algorithmically generating assets). This is because it is much easier to describe an object point by point, volumetrically, as opposed to describing just the surface of the object (anyone who does not believe me, write a 3D Voronoi generator with polygons, then with voxels :) ). It is not necessarily more computationally efficient, but it is definitely easier to program. Working with voxels is almost like working with a 3D graphing calculator - you feed in a world position at a given point, it spits out the results of whatever equations you want to run at that point. The difference being with polygons is that you must carefully choose a set of points in the world that fall on the surface of the mesh, and then correctly generate triangles to cover that mesh, normals to describe the faces, and texture coordinates to describe how textures should be applied to the polygons.
Anyhow, this looks like a cool little project. Looks like maybe it is doing volume rendering similar to Voxatron?