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Publisher

u3d

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This entry is from Wednesday September 16, 2026. The price of the asset may have changed since then.
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Overview

VoxelY is a self-contained procedural sandbox. It generates a voxel island and then lets physics run it: rivers cut their own beds, lakes find their level, lava freezes into obsidian, clouds condense and rain out, fire spreads through a forest and leaves the ground scorched behind it. Everything is CPU-side, Burst compiled, and shipped as readable C# - no DLLs, no compute shaders, no render pipeline lock-in.


WHAT YOU GET


Procedural terrain generator - fractal noise with domain warping, cut into terrain provinces that each pick an archetype (plain, old mountains, young cliffs, basin, plateau, ravine), plus craters, an island mask and a hydraulic erosion pass of 120,000 droplets that carves real drainage networks.


Chunked voxel meshing with colliders - 64x64 chunks rebuilt incrementally, so digging a canal never re-meshes the island.


Two cooperating water solvers - a columnar shallow-water field (virtual pipes) for standing and flowing water, and a Burst particle solver (double-density relaxation) for splashes and rain that hands its volume back to the field.


Lava with a Bingham yield stress - the critical slope depends on flow thickness, so thin tongues freeze while thick ones keep running. Lava cools to obsidian, ignites vegetation and flashes water into steam.


Live climate - a temperature field driven by altitude and latitude feeds gas voxels: vapour rises, matures at the cloud deck, rains out. Wind with optional Coriolis deflection. A one-key time-lapse walks every climate zone and ends in a full ice age.


Fire and scorching - vegetation burns, spreads by wind and proximity, leaves standing snags, and permanently darkens the terrain under it through a burn mask read by the terrain shader.


Eight animated creatures - T-Rex, triceratops, stegosaurus, raptor, brachiosaurus, a lake monster, pterodactyls and crocodiles, built from voxel boxes at runtime with per-species silhouettes, size variation, herd behaviour, nesting and hunting, drawn with GPU instancing.


World-editing tools - dig laser, water pour, meteor and a bridge builder (beam / arch / suspension). Every tool edits the same field the simulation reads, so the consequences are physical rather than scripted.


Cinematic camera - a real lens model: 7 / 14 / 24 / 50 / 105 / 200 / 700 mm, fifteen aperture stops from f/0.1 to f/11, depth of field computed from focal length and subject distance, and a fisheye curved-world mode.




A five-level demo campaign - flood, eruption, tornado, meteor shower and a predator wave, each survivable by reshaping the terrain and each lost if you do nothing. Turn it off with one checkbox for a pure sandbox.


Complete icon-based UI - toolbar with tooltips, settings, climate globe, in-game menus, HUD.


WHAT IT IS NOT


This is a simulation sandbox and a source-code reference, not a drop-in terrain painter for an existing scene. It builds and owns its own world at runtime.


Documentation is included under Assets/VoxelY/Documentation.

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