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Important Notice: Voxelform is being discontinued as of June 30th.

I've thoroughly enjoyed getting to know so many in the Unity Community over the last year.  Researching, developing, and sharing Voxelform has been a great experience, but it isn't sustainable, and I don't have the resources to support a larger user base.

I will do my best to support existing users for as long as possible.  Please feel free to continue to correspond at the e-mail address below, and I will respond as soon as I can.

I am currently working on a much more advanced product that may be of interest to commercial teams with professional developers, but just don't have the resources to target general use scenarios any longer.  I may post more about the work in progress in the future.

Thank you so much for your encouragement and support in making Voxelform possible to this point.

Best Regards,
Mark Davis

Voxelform 2.0 is now available as a scripting package via the Unity Asset Store!

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Update: Voxelform 2.0 adds fully functional multi-material support and advanced triplanar shaders with normal and specular mapping, and much much more.  See details below.
 
Voxelform provides your Unity based game with the latest in fast, efficient, and stunning Marching Cubes based voxel terrain technology.  Whether you've been inspired by the latest slew of mining games, or would like to replace your old height-mapped terrain with something a bit more dynamic, this is the package that will take you there.  Your clients can now experience the full benefits of truly dynamic terrain with "sculpt as you go" game play.

Overhangs, caves, and spectacular rock formations can become your new norm.  Forget about kludging together prefabs to implement basic terrain features.  Voxel terrain is the future, and it's here now, with full source code.

Like Unity, Voxelform is highly scalable, and optimized for a wide range of hardware, from iMacs, and laptops, to core gamer rigs.
Shader Model 3.0 is the recommended spec, but with custom shaders, anything is possible!

Possibilities are endless.

Unity and online distribution are leveling the playing field in a way that we've never seen before.  Now you have an opportunity to use Unity with a new technology that holds untapped potential.  The possibilities are endless.

Voxelform can target many different types of games.  Not to name names, but mining games are an obvious area to be exploited.
Imagine a first person shooter where players can tunnel through miles of rock in real-time, or raise a hand and grow a rock bridge from peak to peak.  Or, how about an epic game of mini golf?

Even if you just want to learn or experiment, take the source code apart, and have at it.  It's a scripting package; it's thoroughly documented, and it's intended to be fully customized.  Make it your own!

Feature set keeps growing.

  • Designed to be a flexible, customizable, part of your project.
  • New: Includes two demo scenes: A simple run-time editor demo, and a simple FPS controller game demo.
  • Heavily documented source with XML code docs for tool tip support.
  • Marching Cubes algorithm at the core, provides efficient dynamic organic terrain.
  • Sculpt the terrain on the fly, any way you see fit.
  • Easy access to voxel data, and easily scripted externally.
  • New: Voxel data source is fully customizable via an interface.
  • New: Voxel structure with "factory settings" includes support for volume, material index, and neighbor info.
  • New: Use voxel type information for multi-material support with material palettes.
  • New: Material palettes (for use with voxel terrain) support a theoretical maximum of 65,536 Unity Materials.
  • New: Hidden regions within multi-material welds are culled before Marching Cubes processes them.
  • Chunk based design.
  • Flexible voxel chunk sizes.
  • Chunks can be any shape or size.
  • Create as many chunks as you can safely fit into memory.  Note: Mono has a limit.
  • No wait time for initial building of the chunks. Chunks load in, and away from you as you play.
  • New: Single frame loading allows the entire voxel terrain to be loaded on the first frame, but incurs a delay.
  • Chunks past a certain distance become disabled, and then re-enabled as the observer moves.
  • A queuing system keeps chunk processing well balanced over multiple frames.
  • All background tasks are successfully load balanced on the main thread.
  • Your clients will not need a multi-core processor to run your game.
  • New: 15 built-in volumetric shaders with built-in material examples for each will save you time.
  • New: Built-in shaders provide diffuse, normal, and specular mapping for triplanar texturing.
  • Easily simulate granite, marble, regular stone, stratification, and more, or roll your own shaders.
  • Built-in methods for saving, and loading raw terrain data.
  • Built-in methods for Improved Perlin, and Simplex Noise to create fractal geometry.
  • Solid (volumetric) texturing.
  • Solid fractal texturing.
  • Triplanar texturing.
  • New: Complete code overhaul with improved flexibility, and additional helper methods.
  • New: Editor menu items for saving, loading, creating, and editing voxel terrain.
  • New: Experimental (beta) voxel terrain editor (editor extension requiring Unity Pro) is included but not required.

Voxelform 2.x branch is finally here!

Most frequently asked question: Does it support Unity Free?
Answer: Yes, definitely!  The experimental editor extension requires Unity Pro, but it's use is completely optional.
 
This is a huge release with full multi-material support, 15 shaders, including support for triplanar texturing with normal and specular mapping, and so much more.  Not only is multi-material supported, with material palettes of up to 64K unique materials, you'll never hit the limit.
 
Some intended or partially complete features were cut prior to this release.  If the feature you wanted isn't listed above, there's still a chance that it might make it into a point release in the future.  Future updates are on the way, along with more demos and documentation as well.

 
If you've purchased an older version of Voxelform, please be aware that v2.0 is not backwards compatible with v1.x, but adaptation shouldn't be too hard.  If you're new to Voxelform, please don't expect too much from the editor extension.  Also, an intermediate knowledge of C# would be helpful, and programming is required if you intend to create a game.

 

You're the top priority.

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As a client, you deserve prompt, and friendly support.  I will always do my best to answer your questions in a timely manner, and provide the best support that I can.  I've had a lot of fun creating Voxelform, and hope you enjoy using it in your games. Questions, and feedback are great!  Please feel free to contact me any time via
e-mail, or a post to the forum.

Contact Info:
Unity Community: Mark Davis
voxelf-_m @t gmail.com
Voxelform on Facebook

Thank you so much for your time, and support!