Voxel Meshing in Exile

No, Exile is not technically a “voxel” engine. A real voxel engine unifies objects, textures, and more into colored voxel data, rendering them via raymarching/marching cubes/dual contouring/etc., and can target realism. Instead, Exile is a “voxel” engine in that it’s a traditional 3D engine that happens to focus on representing and drawing textured cubes (like Minecraft and related games). Some have worked around this linguistic confusion by christening the technique “Swedish cubes”, but for the purposes of this post, please assume that voxels imply textured cubes.

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Reflection in Exile

Reflection, specifically type introspection, is an immensely useful feature provided by many modern languages. By enabling a way to inspect the properties of types—for example, the types of the members of a data structure—introspection allows one to write much more general and effective generic code, enforce interfaces/contracts, and more.

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Code Reloading in Exile

In game development, one of the main draws of implementing game logic in a scripting language like Lua is the convenient ability to make changes to the source, reload the logic on the fly, and test the changes without restarting the game. A similar technique is also often used to refresh shader programs, asset files, and the like.

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