Voxel Quest
voxelquest.com · Company blog · on HN since 2013
Voxel Quest is the developer blog of an isometric voxel game engine project, with updates, videos and version histories.
What HN saysHN commenters recall the project as one that petered out, and point to its developer logs as a good overview of building such an engine.
21HN people shared it
15linked it in comments
15stories submitted
3.1Kstory points
4 years agolast shared
2013people per year2026
Most-shared posts
- 1VoxelQuest11 people · 6 points · first shared 2013 · discussion on HN
- 2Every Version of Voxel Quest2 people · 253 points · first shared 2016 · 78 comments on HN
- 3What does the future hold?2 people · 68 points · first shared 2016 · 9 comments on HN
- 4Videos2 people · first shared 2015
- 5Gallery2 people · first shared 2015
- 6Another Update1 people · 605 points · first shared 2016 · 115 comments on HN
- 7Show HN: My Isometric Voxel Engine 6 Months Later1 people · 435 points · first shared 2014 · 132 comments on HN
- 8My Isometric Voxel Engine: One Year Later1 people · 362 points · first shared 2014 · 84 comments on HN
- 9How Does Voxel Quest Work Now?1 people · 317 points · first shared 2015 · 88 comments on HN
- 10The first version of Voxel Quest (with source) has been released1 people · 310 points · first shared 2016 · 31 comments on HN
- 11Voxel Quest January 2016 Update1 people · 303 points · first shared 2016 · 128 comments on HN
- 12Show HN: My Isometric GPU-Powered Voxel Engine1 people · 203 points · first shared 2013 · 76 comments on HN
- 13Voxel Quest Fluid Dynamics and New Rendering Method1 people · 194 points · first shared 2015 · 65 comments on HN
- 14Revolve1 people · 2 points · first shared 2018 · discussion on HN
- 15Voxel Quest: Hello Old Friend1 people · 2 points · first shared 2016 · discussion on HN
What HN people wrote when they linked it
gavanwoolery · 2016-06-10
Please read my most recent two blog entries on http://www.voxelquest.com where I talk about the current state of things. :)
I have pinged my network, and am very grateful for all the job offers that have come of it. However, at least half those offers have come with technical interviews that basically ignore my work experience, or in one case the recruiter could not even determine why my experience was relevant (even though it was). Some offers involved getting paid to continue working on Voxel Quest. However, one such offer was in a remote country where the US dollar is much stronger, and I could not have operated under the salary they were offering (at least, not without moving to their country, which is very far away).
At this point I am trying to figure out the "best" path, and that involves many factors, one of which is trying to ease up on the stress I have put my family through. By insistence I have put up Patreon although I am not yet touching the money until I know what my future job is and what that means for VQ (and as mentioned I'm also refunding all the money put into VQ).
nielsbot · 2022-09-07
Reminds me of Voxel Quest from a few years ago. https://www.voxelquest.com Unfortunately that project petered out...
Edit: Changed link from Kickstarter page to project website.
hombre_fatal · 2020-04-29
> I ended up creating my own framework that was much easier to understand and manage, but is obviously not generic enough to publish.
You lost me there.
Cute for a solo/learning project, but when other people are touching the project or you're trying to build a business, you have to answer for why your project was so special that it needed its own ad hoc framework. As opposed to, say, a framework with real documentation. Or one with an ecosystem so you can escape this culture of NIH.
When I hear someone building their own JS framework, I see someone who wanted to procrastinate the hard part (building a business, shipping a product, appealing to users). Like when game developers decide to build an engine and never make the game, aka the hard part (https://www.voxelquest.com/).
based2 · 2018-12-20
Reelin · 2018-10-06
In addition to @Sir_Cmpwn's answer, the developer logs from Voxel Quest (@gavanwoolery on HN) and Seed of Andromeda are both excellent starting points for getting a general overview of what's involved in this sort of undertaking. Both of those games ended up releasing their full source code by the way, so you're also free to pick through every last detail if the logs aren't enough.
Links:
https://www.voxelquest.com/news/every-version-of-voxel-quest-ever
https://www.seedofandromeda.com/blogs
Bizarro · 2018-05-28
Looks like they just formed a real company https://www.atomontage.com/blog/2018/4/5/atomontage-inc-launches-to-br…
One of their investors is an MD specializing in imaging. https://www.atomontage.com/#team-section That'll be their bread and butter.
I always wondering if the community picked up VoxelQuest https://www.voxelquest.com/ and ran with it, but last I looked that wasn't the case.
I'm too old to do serious graphics programming, but might be interested in a voxel engine written in C# with a good community.
yorak · 2018-04-06
Before the development of Voxel Quest (https://www.voxelquest.com/) was stopped it had shadows and animated agents. However, I'm not knowledgeable enough on game renderers to estimate which kind of technique was used nor what are its limitations.
smnscu · 2016-06-10
Did Voxel Quest (http://www.voxelquest.com/) not work out financially? :( If I had my company I'd hire you in a heartbeat. Might be stupidly obvious, but pinging your network might help – I can't be the only one who would want such a talented programmer on their team. Good luck in your search!
scroy · 2014-12-27
I believe he's talking about Voxel Quest [0], which was on HN some time ago. I see what he means, it has clearly been a big time investment.
[0] http://www.voxelquest.com
Impossible · 2017-11-08
Hg (http://mercury.sexy/hg_sdf/) is a great resource. I'm not a fan of the non-commercial license. The intro on the top of the site has a lot of great links to resources outside of iq, including the pouet.net thread on Raymarching, John Hart's original sphere tracing paper, and enhanced sphere tracing, as well as the author's original talk from NVScene 2015 (https://www.youtube.com/watch?v=s8nFqwOho-s). Definitely check out all of these resources.
If you're more interested in signed distance fields outside of the shadertoy\demo scene use cases there are a lot of interesting resources out there written by people using them in more complex contexts.
Alex Evans (Media Molecule) Dreams talk is awesome. You can see the talk here (https://www.youtube.com/watch?v=u9KNtnCZDMI) and read the slides here (http://advances.realtimerendering.com/s2015/AlexEvans_SIGGRAPH-2015-sm…
https://www.gdcvault.com/play/1015455/Advanced-Procedural-Rendering-wi… covers how to generate meshes. With modern hardware with ballot\shuffle there are probably more efficient ways to do this in a compute shader now, but the talk is still good.
Epic games siggraph presentation (http://advances.realtimerendering.com/s2015/DynamicOcclusionWithSigned… is a good explanation of how UE4 uses signed distance fields for ambient occlusion and shadows.
Q-Games presentation (http://fumufumu.q-games.com/archives/TheTechnologyOfTomorrowsChildrenF… on how the now defunct Game…
cousin_it · 2016-11-06
Your isometric screenshots like this one [1] give me the idea of a 3D Lemmings-like game. Throngs of little critters walking stupidly through the environment, turning at right angles, sometimes building little cubical stairs, sometimes blowing themselves up to create spherical holes in everything. I wonder if that's the right gameplay idea for voxels.
[1] http://www.voxelquest.com/uploads/9/5/4/0/9540564/5660133_orig.png
Retr0spectrum · 2016-05-31
I think Voxel Quest is close to what you're thinking about: http://www.voxelquest.com/gallery.html
kbenson · 2016-01-13
There are portions that look like that[1], he's just been showing off the terrain in the last few updates. Check his videos page[2], about 2/3's the way down.
1: https://youtu.be/gW04jTU5FQw
2: http://www.voxelquest.com/videos.html
kawfey · 2018-11-27
From his HN profile: https://www.voxelquest.com/about.html
angersock · 2016-04-26
So, instead of dealing with flat triangles with get rasterized to picture elements (pixels), a voxel engine deals with volume elements (voxels).
The crudest form of this would be something like Minecraft, where the world is literally made out of cubes. More advanced work would be something like what Ken Silverman did back during the Build engine days, a modern example of which can be seen here: http://advsys.net/ken/voxlap/pnd3d.htm .
The current state of the art appears to be something like voxel quest ( http://www.voxelquest.com/ ) or Atomontage Engine ( http://www.atomontage.com/ ).
~
If you want to learn a bit about voxel engines, Flipcode had a decent series on landscape engines: http://www.flipcode.com/archives/Realtime_Voxel_Landscape_Engines-Part… .
Basically, the main problem is raycasting into a scene. To learn more about that, I'd look into octrees as a start ( https://en.wikipedia.org/wiki/Octree ).