Voxels from code

A shared voxel library, models built from code, and the first buildings standing on the grid.

To go 3D I needed models, and I’m not an artist. So every model in Groundwork is built from small blocks, 16 to a tile, placed by code. A small kit of parts (walls, posts, roofs, wheels, crates) and one fixed palette keep them looking like one set.

The first try at loading voxel models into the 3D test used models from an older game of mine, just to prove the pipeline:

Old models from an older game of mine, to see if the animations still work.

That other project already had a voxel model format, animations and a mesh builder. Today they moved into a shared library that both games use, so every improvement lands in both.

By the evening, generated buildings stood on the grid, with a saw blade that turns:

A row of sawmills, generated from the parts kit.

To check models without playing the game, there’s now a model gallery. You fly around freely and see every model with its animations:

The model gallery, up close with the sawmill.