posted by Thom Holwerda on Sat 1st Aug 2015 10:49 UTC
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If you're interested in the intricacies of game engine development, you should definitely keep track of Gavan Woolery's Voxel Quest. The latest blog post deals with a whole bunch of new stuff implemented in the voxel-based engine.

The fact that VQ has undergone three tech revisions over two years probably seems a bit ridiculous, and maybe it is. Something like this would normally kill a game. That said, the point here is not just to make a game (plenty of people are doing that already), but to make a unique engine, and that could not happen in a vacuum. All I know is that I am finally happy with where the engine is at in terms of performance and flexibility, and I couldn't have gotten here without knowing everything I've learned since the start.

So the most common question I get, of course, is how does this stuff work? It is actually simpler than it might seem.

Voxel Quest is more about developing a unique game engine than it is about developing a unique game, but its developer wants to release the engine as open source so that others can do cool stuff with it too.


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