Description
Qubotron is a voxel based engine written completely from scratch in C#, using Unity3D architecture.
Everything from vertex generation and manipulation, layered materials and lighting is written and handled independently from Unity3D, which allowed me to just take advantage of its high performance rendering canvas, and the plethora of utilities and assets available to this engine.
The engine features an intuitive state machine handled through an efficient multi-threaded queue system.
This allows to perform for instance a whole voxel lighting generation step in under 3ms, 16x16x128 (32768) chunks of Simplex Noise generated blocks (with basic biomes support) in few milliseconds, advanced water and ocean simulation in a very short time as well.
The engine lets players make their own complex voxel structures and export them in a custom format file, as well as import and rescale/rotate them in the map.
Although not shown in the videos above, the game already supports a god-like VR perspective through the Oculus Rift.
The above videos are just a few among others that show those features, but many more are still in development.
At this stage the focus has been on the voxel engine, hence no gameplay design papers are finalized yet.
The character shown in the video is just a placeholder that is freely available on Unity Asset Store.