# Voxel based games

**URL:** <https://forums.unrealengine.com/t/voxel-based-games/8280>\
**Category:** World Creation\
**Tags:** unreal-engine\
**Created:** [July 26, 2014, 3:38pm UTC](https://forums.unrealengine.com/t/voxel-based-games/8280 "2014-07-26T15:38:09Z")\
**Posts on this page:** 8\
**Page:** 1

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**Author:** ![anonymous\_user\_44b1794d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_44b1794d](https://forums.unrealengine.com/u/anonymous_user_44b1794d)\
**Post date:** [July 26, 2014, 3:38pm UTC](https://forums.unrealengine.com/t/voxel-based-games/8280/1 "2014-07-26T15:38:09Z")

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**Hello!**

I’m making a voxel based game, and would like to know how capable UE4 is doing just that? Is there any way to “attach” 2 “blocks” together, so that they would for a single physics collisionbox, and not fall apart when force is applied (Unless |forece of block A - the force of block B| \>= X) Thanks!

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**Author:** ![anonymous\_user\_fa7ab4d4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fa7ab4d4](https://forums.unrealengine.com/u/anonymous_user_fa7ab4d4)\
**Post date:** [July 26, 2014, 6:06pm UTC](https://forums.unrealengine.com/t/voxel-based-games/8280/2 "2014-07-26T18:06:23Z")

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I like voxlap, it’s fast (very fun demo: )  
[http://advsys.net/ken/voxlap/voxlap05.htm](http://advsys.net/ken/voxlap/voxlap05.htm)

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**Author:** ![anonymous\_user\_44b1794d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_44b1794d](https://forums.unrealengine.com/u/anonymous_user_44b1794d)\
**Post date:** [July 26, 2014, 6:32pm UTC](https://forums.unrealengine.com/t/voxel-based-games/8280/3 "2014-07-26T18:32:46Z")

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> [@Archibold;105080](#):
>
> I like voxlap, it’s fast (very fun demo: )  
> [http://advsys.net/ken/voxlap/voxlap05.htm](http://advsys.net/ken/voxlap/voxlap05.htm)

Speed isn’t really an issue, and the consept of mine revolves heavily enough on physics&lighting for engine that primitive to be, well, problematic.

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**Author:** ![zeOrb](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zeOrb](https://forums.unrealengine.com/u/zeOrb)\
**Post date:** [July 26, 2014, 9:08pm UTC](https://forums.unrealengine.com/t/voxel-based-games/8280/4 "2014-07-26T21:08:45Z")

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Well, for voxel engine with complex physics and lighting you will have to reinvent everything by yourself and UE4 or any other engine simply does not matter

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**Author:** ![anonymous\_user\_fa7ab4d4](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fa7ab4d4](https://forums.unrealengine.com/u/anonymous_user_fa7ab4d4)\
**Post date:** [July 26, 2014, 9:26pm UTC](https://forums.unrealengine.com/t/voxel-based-games/8280/5 "2014-07-26T21:26:47Z")

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> [@DoctorPC;105038](#):
>
> **Hello!**
> 
> I’m making a voxel based game, and would like to know how capable UE4 is doing just that? Is there any way to “attach” 2 “blocks” together, so that they would for a single physics collisionbox, and not fall apart when force is applied (Unless |forece of block A - the force of block B| \>= X) Thanks!

If you just wanted to do a small test, “Welding” is supported in UE4-

[https://docs.unrealengine.com/latest/INT/Engine/Physics/PhAT/UserGuide/index.html#welding](https://docs.unrealengine.com/latest/INT/Engine/Physics/PhAT/UserGuide/index.html#welding)

> [@](#):
>
> Welding Physics Bodies will make multiple bodies interact as one, as well as lock together the Skeletal Mesh Joints they are associated with. To Weld one Physics Body to another

For anything as detailed as Minecraft, you could look at integrating/copying [existing free code](https://www.google.com/search?q=open+source+minecraft). But the short answer is no, it’s not possible because it’s not coded into the engine already. Setting up 10 000 physics cubes might be slow… well, maybe it’s possible.

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<div class="post-metadata">

**Author:** ![anonymous\_user\_44b1794d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_44b1794d](https://forums.unrealengine.com/u/anonymous_user_44b1794d)\
**Post date:** [July 27, 2014, 6:19am UTC](https://forums.unrealengine.com/t/voxel-based-games/8280/6 "2014-07-27T06:19:33Z")

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I have been making plans to get better performance (for example, the blocks are only physical when you are on X radius from them, and when they are not visible/meaningfull, they are completely despawned and instead just stored as a variable). It will get a bit sketchy, but that’s how I like it :). Physics welding sounds. exactly what I was looking for, thanks!

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<div class="post-metadata">

**Author:** ![anonymous\_user\_44b1794d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_44b1794d](https://forums.unrealengine.com/u/anonymous_user_44b1794d)\
**Post date:** [July 27, 2014, 6:22am UTC](https://forums.unrealengine.com/t/voxel-based-games/8280/7 "2014-07-27T06:22:22Z")

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> [@Archibold;105133](#):
>
> If you just wanted to do a small test, “Welding” is supported in UE4-
> 
> [https://docs.unrealengine.com/latest/INT/Engine/Physics/PhAT/UserGuide/index.html#welding](https://docs.unrealengine.com/latest/INT/Engine/Physics/PhAT/UserGuide/index.html#welding)
> 
> For anything as detailed as Minecraft, you could look at integrating/copying [existing free code](https://www.google.com/search?q=open+source+minecraft). But the short answer is no, it’s not possible because it’s not coded into the engine already. Setting up 10 000 physics cubes might be slow… well, maybe it’s possible.

Is it possible to call for that welding function from code? (as that would be “Kinda” important)

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**Author:** ![afuzzyllama](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@afuzzyllama](https://forums.unrealengine.com/u/afuzzyllama)\
**Post date:** [July 30, 2014, 1:44pm UTC](https://forums.unrealengine.com/t/voxel-based-games/8280/8 "2014-07-30T13:44:56Z")

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You might want to start here:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

If you are looking to combine cubes, you can just create your own mesh and bake in the physics. Unfortunately with this example, Epic hasn’t finished baking collisions at runtime so this code only works in the editor. It is on their list of things to do, so probably by the time you are ready for release, Epic will have it out in that future version of the engine. 🙂
