In the Voxel Playground engine, the world is not made of traditional polygons but is constructed from Voxels. You can think of a voxel as a 3D pixel—a single point in a massive grid that holds information about what exists at that specific location in the world.
At the heart of the system is the PointData structure. Every single voxel in the game world carries a specific set of data that determines how it looks, behaves, and interacts with other elements (like fire, water, or physics).
To keep the game running smoothly with millions of voxels, this data is packed very efficiently, but conceptually, each voxel stores the following key information:
This is the most fundamental property. The Material ID defines what the voxel is made of. Is it Wood? Stone? Metal? Flesh? The Material ID determines the voxel's static physical properties (like hardness, flammability, and texture) by linking it to a Block Info definition (covered in the Material ID and Visual section).
Each voxel stores its own RGB Color. This allows for rich, painted worlds where the color is independent of the material. You can have a red stone, a blue stone, or a green stone, all sharing the same physical "Stone" properties but looking different.
Unlike standard meshes, voxels in Voxel Playground are "alive." They store dynamic state that changes during gameplay based on interactions. Key dynamic properties include:
Value) Tracks progressive destruction or damage states for certain interactions.Voxels don't exist in a vacuum; they are organized into Voxel Volumes. A Voxel Volume is a large grid container (like a bounding box) that manages a specific region of voxels.
When you create a mod or interact with the world, you are essentially reading and writing these PointData values.