Is It Inefficient To Build A Level Out Of Cubes?

Theoretically speaking, that would be inefficient indeed. Typical voxel rendering involves only storing information as voxels and generating efficient polygonal surface that is be rendered. However, it is all down to numbers. If your object count will be below several thousands, you might get away with cubes.

I see. Would it be possible to build a voxel engine, and then somehow have custom blocks like I mentioned? Or would that be too difficult?

Is it possible to use Unreal’s built-in terrain system to generate a landscape that looks low-poly? I mean like Astroneer. The player won’t be able to modify terrain so actual voxels wouldn’t matter.

Thanks!

Hey,

So I want to use a voxel editor to create 3d “blocks”. These blocks would not actually be voxels, as I’d cut them to make things like pillars and stone and whatnot. Would it be inefficient for me to use a variety of these to create levels in Unreal? By that I mean just copy and paste next to each other.

I don’t want to use true voxels for making levels as that wouldn’t allow me to get details like grooves in a voxel tree trunk.

It is possible and not exactly difficult, but not an easy goal if you are new to the engine.

And yes, you can make terrain have low poly stylized look.

Alright, thanks. Can you point me to any resources on voxel engines in Unreal? Thanks!