ironVoxel - Infinite-World Voxel Solution

Hey everyone. I’m rather excited to announce that, after over a year in development, ironVoxel is now available!

ironVoxel is a powerful infinite-world voxel engine that prioritizes performance. The engine offers professional-grade features, while remaining 100% compatible with Unity’s free edition

Features:

  • World generator, complete with realistic terrain, caves, trees, lava, ore, and water!
  • Unity Free compatible lighting system, complete with color lights and tinted glass.
  • Optimized voxel rendering system.
  • World saving and loading.
  • Uses NO Unity Pro-only features.
  • 100% C# - no DLLs, and all the code is provided to you.
  • Threaded, for silky-smooth framerates and to take full advantage of all your CPU cores.
  • Custom interaction/physics system, to help keep the framerate smooth as chunks come and go.

You can find more information, the web demo, and purchase at:
www.ironVoxel.com




Whenever possible, ironVoxel has been designed to be gameplay-agnostic. This means that ironVoxel addresses the core technical difficulties that you run into when developing a voxel game. The specifics of gameplay are left up to you as the developer. I’m not condoning clones of popular games, but rather trying to open up the game type as a true genre for devs to explore. Hopefully this will lead to developers creating fun new gameplay mechanics.

You can find more information, the web demo, and purchase at:
www.ironVoxel.com

Does it have random biomes to/

Any plans to release this on the asset store?

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First post - but have been trolling these forums for a long time, mostly to get answers.

I had to come on and let everyone know that I recently bought this asset from the publisher directly on his web site.

It is truly amazing. I went through all of the other voxel stuff on the asset store and I wasn’t happy until now.

As the developer states clearly, you need to know how to code to use this asset - it isn’t a minecraft complete project by any means, but it could certainly be used for that.

I wanted to make a prototype multiplayer first person shooter in a Voxel world with destructible environment that would be part of the strategy of the design. It is capture the flag with only a single flag that must be captured and brought to your home base. You can win by either doing that or by getting the player to fall into a deadly voxel type, e.g. lava.

The strategy comes in either going for the flag or by building traps around the home base and trying to get the other player to fall into them.

You have the ability to pick block types e.g. lava, etc. and you can remove blocks.

Long story short - I downloaded this asset last night along with the Photon asset. I read the photon docs last night, I got the iron voxel demo scene loaded this morning and then set out to get a randomly generated world sync’d via photon along with player movement and actions.

After 2-3 hours of coding - it was working.

I had to modify a bit of the iron voxel code, but very minimal. I used Unity GUI to display a text prompt at startup which prompts the user to enter a room number - this room number becomes the random seed used when instantiating the ironVoxel world via Photon so both players instantiated world are unique based on the seed (room number) which you also join in Photon.

I then modified the ironVoxel placement and remove code to send an RPC call via Photon to the opposite side to remove identical blocks. Finally some photon code for player sync of movements and the basics were done.

Tomorrow I’ll continue with the gameplay for the flag etc.

Sorry for the long winded post, but for anyone interested in Voxels, I highly highly recommend that you check this out - IF you can code.

Sorry for missing your posts, catalys and ZedalisDesign. Apparently I overlooked your replies when I was out of town last December.

It does not. I’ve generally excluded gameplay-specific features, to keep the engine flexible to whatever game types the user would like to implement.

It unfortunately got rejected from the asset store for believed copyright violation. It’s a real shame, because I went to great lengths to make sure no copyrights were violated. They told me they would not reconsider, even if I could prove that there was no issue.

Thanks for the details, cain06. I’m really glad to hear the asset is working well for you!

That is surprising. They have allowed other voxel engines into the asset store. eg:
https://www.assetstore.unity3d.com/en/#!/content/14768

This looks really nice. And price is attractive :slight_smile:

The asset has its own lightweight collision system. Is it possible to configure this so that the character can walk up single height blocks? i.e. you don’t have to jump to go up a hill with a slope that rises one block at a time.

Also, how hard would it be to have blocks collapse when they have no support? At the moment when you take a block from the trunk of a tree, the top of the tree remains floating in the air. Would it be difficult to have the whole tree fall down?

Is this dead?