It always mildly annoys me when a game says that it is all voxels, but clearly isn't, since the little cubes easily move off the voxel grid. Its just geometry moving around, like normal games, but modelled in little cubes, instead of being fully restricted to voxels. I would really like to see a fully voxel game, where all geometry is "rendered" to voxel space before being rendered to the screen, so that everything i…
Are you suggesting the voxel grid is attached to the camera, or that the camera moves through the grid?
Voxile: A ray-traced game made in its own engine and programming language
61–70 of 83 posts
Re: Voxile: A ray-traced game made in its own engine and programming language
#62The founder, Wouter, has created or helped design 10 programming languages. Voxile is built in his newest language: Lobster. Wouter has been a major contributor to WASM and LLVM while also inventing flatbuffers. He’s worked at Crytek, Gearbox and Google among many other places. I’ve never seen anything like Voxile.
Re: Voxile: A ray-traced game made in its own engine and programming language
#63Earlier quoted context omitted.
Yeah, I'm working on an indie game project and just got frustrated with Unity, I'm porting everything over to Godot. I even learned about using Kotlin with Godot today [0] and I am really hopeful this is stable (it seems so), because I favor a more functional style of programming and C# ends up making everything 5 times more verbose than Kotlin. [0] https://godot-kotl.in/en/stable/
> I favor a more functional style of programming and C# ends up making everything 5 times more verbose than Kotlin. As if you can't program C# functional style.
This, I was really impressed recently when I met a C# dev who was also a programmer (as opposed to your standard C# SaaS dev who just copy pasted from the framework docs and stack overflow and was fully automated by Claude in 2025) and he showed me how nice the language has gotten since I last used it over a decade ago when it was just Microslop Java. They've really put in work and it has a lot of great functional constructs now.
Re: Voxile: A ray-traced game made in its own engine and programming language
#64I'm a long time Unity developer that in the past year picked up Godot. The speed at which Godot loads compared to Unity is staggering, it's just so much faster. When I returned to Unity I raised that my flow state was constantly being broken in a way that it wasn't when using Godot. Entering flow is one of the beautiful things I love about programming. And being knocked out of it often feels like a physical jolt. Lob…
Yeah, I'm working on an indie game project and just got frustrated with Unity, I'm porting everything over to Godot. I even learned about using Kotlin with Godot today [0] and I am really hopeful this is stable (it seems so), because I favor a more functional style of programming and C# ends up making everything 5 times more verbose than Kotlin. [0] https://godot-kotl.in/en/stable/
Re: Voxile: A ray-traced game made in its own engine and programming language
#65I have been running across that repo for years and wondered if anything was happening with it - great to see an impressive game project built on it now.
Re: Voxile: A ray-traced game made in its own engine and programming language
#66Re: Voxile: A ray-traced game made in its own engine and programming language
#67The founder, Wouter, has created or helped design 10 programming languages. Voxile is built in his newest language: Lobster. Wouter has been a major contributor to WASM and LLVM while also inventing flatbuffers. He’s worked at Crytek, Gearbox and Google among many other places. I’ve never seen anything like Voxile.
Cube 2: Sauerbraten too! Definitely spent some evenings playing that with my roomies back in the day before we invariably went back to Q3. What an insane resume.
Re: Voxile: A ray-traced game made in its own engine and programming language
#68About the Lobster language used: The first thing I do when encountering a new language is look at the memory management, since what I want to do with a piece of code is usually build and manipulate data in a safe and efficient manner, so this is central. I am happy to see Lobster seems to be trying to take a new(ish) and pragmatical approach to memory management and that there is a whole document describing it in det…
From what I understand, the main innovation of Lobster here is that `class Foo` is a boxed type, while `struct Bar` will be inlined. I'm not sure I see how that's an improvement over using either `Foo` or `Box` on instantiation. It also does reference counting by default, and tries to optimise it out at compile time by assigning a single owner and borrow.
We often see complains that Rust's ownership puts a lot of burden on the programmer, but there is really a point at which it clicks and we stop having to fight the borrow checker almost entirely.
Re: Voxile: A ray-traced game made in its own engine and programming language
#69Re: Voxile: A ray-traced game made in its own engine and programming language
#70It always mildly annoys me when a game says that it is all voxels, but clearly isn't, since the little cubes easily move off the voxel grid. Its just geometry moving around, like normal games, but modelled in little cubes, instead of being fully restricted to voxels. I would really like to see a fully voxel game, where all geometry is "rendered" to voxel space before being rendered to the screen, so that everything i…
IMO the effect is less compelling than you might think.