How does Voxel Quest work now?

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.

2 Comments

  1. 2015-08-01 11:25 am
  2. 2015-08-01 6:49 pm