<story><title>Veloren is a multiplayer voxel RPG written in Rust</title><url>https://www.veloren.net/</url></story><parent_chain><item><author>qchris</author><text>I&amp;#x27;m a little curious, is there a technical reason why voxel games are easier to build than non-voxel ones? The docs mention that all of the assets are community-contributed. Does making them voxel-based just drastically lower the skill theshold to make a contribution, vs. smoother ones in something like Blender? I guess I&amp;#x27;m a little curious about the relative amounts of effort that would have been required to make this kind of game (procedurally-generated open world, I believe) using non-voxel assets and mechanics, since the existing set seems to be pretty fully-featured.</text></item></parent_chain><comment><author>AngelOnFira</author><text>Great question! Core developer here, and I haven&amp;#x27;t thought about this too much.&lt;p&gt;I think one benefit this gives us is on the artist contribution side. Being an art contributor on the project has a lot less overhead of being a formal &amp;quot;artist&amp;quot;, since you can quite easily make fauna or creatures or just concept art. We&amp;#x27;ve seen lots of this in our blog posts!&lt;p&gt;But also, in terms of terrain itself, I think it allows us to really crank up how wild and wacky our procedural generation is, and still have a great looking world (unlike something higher-fidelity like No Man&amp;#x27;s Sky). We do a lot of cool things under the hood; we have a full erosion system that creates the mountains out of the sea, a site system that places villages in places that make sense, and the ability to mash together shapes that then get &amp;quot;rasterized&amp;quot; into voxel houses. I don&amp;#x27;t know how much of this would be possible and still look alright if we weren&amp;#x27;t taking a voxel approach.</text></comment>
<story><title>Veloren is a multiplayer voxel RPG written in Rust</title><url>https://www.veloren.net/</url></story><parent_chain><item><author>qchris</author><text>I&amp;#x27;m a little curious, is there a technical reason why voxel games are easier to build than non-voxel ones? The docs mention that all of the assets are community-contributed. Does making them voxel-based just drastically lower the skill theshold to make a contribution, vs. smoother ones in something like Blender? I guess I&amp;#x27;m a little curious about the relative amounts of effort that would have been required to make this kind of game (procedurally-generated open world, I believe) using non-voxel assets and mechanics, since the existing set seems to be pretty fully-featured.</text></item></parent_chain><comment><author>Computeiful</author><text>I&amp;#x27;ve always imagined that voxels are the pixel art of the 3D world. Much easier to create from both an aesthetic and development point of view. Hard discrete edges that fall along the XYZ planes are much easier to program for (think collision detection etc).</text></comment>