vorfract is a voxel building environment which uses irregular voxels (called cells) instead of the usual cubic grid ones. This allows voxels to have sloped/inclined faces, which are pretty useful for roofs, steep terrain and so on.

Everything is made of cells, so all changes are made using tools that recursively break/unbreak them. Since a cell's position and shape is determined by its kernel (called a generator) and its surrounding cells, shaping objects in vorfract ultimately comes down to placing, moving or removing generator points.

This is a very early prototype I've been toying with and I'm still testing out its possibilities and limitations. But instead of waiting until it's complete and all major bugs fixed, I thought I'd put it out as it is and hopefully see what other people think of it, while I continue to develop it and fix all the current issues.


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vorfract windows version 2.5 MB

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