For any game devs or voxel software devs out there, what particular reasons are there for often opting for larger cubes for voxels?

My rough understanding (as I've found it tricky to find more accessible technical info on voxels), is that they don't necessarily even *have* to be cubes at all.

Setting that aside though, I'm mainly interested in the scaling question, as I know smaller cubes can & have been used occasionally.

#AskGames #GameDev #Voxel

@gmr_leon
Short answer: bigger voxels = fewer voxels = faster

I've been doing some octree terrain stuff (so voxel adjacent) and been trying to strike a balance between fidelity and speed.

Representing a 10x10x10 volume with voxels 1 unit big takes 1000 voxels. Halve the size of the voxels and you now need 8000 voxels. Halve it again and you need 64000.

There are ways to do things more efficiently but you increase the amount of work/data exponentially when using smaller voxels.

@beeoproblem Hmm, that's what I suspected may be a primary factor. It makes me even more curious how games like 3D Dot Game Heroes and Lego Worlds tackled this challenge.

Will have to try to run some searches for any sort of dev talks their teams may have given