Voxels, what’s not to love?!?
![Image](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNRL7D2NNivySooYbQ_ldsKa-6BpFQiGSQA1YQDwgeWUg6zL7oJIjIq9uJ0c7bh864glKnOFKfNCUZY3PIK1Kgzk-z7JFYCE65LxVR25eAgdUon5oTplpDmrc8xPMGcHF0xuKcfPfkrqpPDzW1F3pAX0zrL1NqO6rJhjMjmH-FJ3E8XuiTgBufMgDSPQ/w640-h402/voxels.jpeg)
About 2 years ago I thought I would take a dive into creating a Voxel engine. Well… engine is a loose term I suppose as I would be building such a thing on top of an existing engine. A more apt description would probably be: About 2 years ago I thought I would take a stab at learning about voxel rendering and if my projects could benefit from such things. Going in to the voxel fantasy with the inspiration of youtube videos was difficult as I had no idea where to begin. Eventually I put the exploration onto the back burner as I had other areas of interest to develop for first and foremost. It wasn’t until a recent game development meetup where I saw someone’s voxel engine that they had been working on for the last 3 years inspired me to revisit my former desires with voxels. Over the previous 2 weeks I have created a voxel data structure, a chunk data structure, and found a way to successfully save the data to a file without all the raw overhead of writing out the entire voxel