What do you wish a voxel editor would have?

Question

I am now developing a C++ voxel editor for my game, because open source software currently available doesn't satisfy my requirements.

Very early preview

One of the thing this software already has:

  1. unlimited size of voxel models, it can support 1000x1000x1000 resolution and beyond for the model
  2. ability to export the data at any comfortable format, including .vox, .obj
  3. greedymeshing included (if needed)
  4. a new voxel mesh format for my engine, that's way more size consuming, and much more optimized
  5. much more comfortable layers
  6. unlimited dimension variety (if you want detailed voxels, far more resolution, smaller cubes, you can have cubes of any size)

I'm also developing a feature to import pixel art as a way to texturize shapes much more easier, so you can basically take your pixel art that fits your voxel resolution, and skin the model in it, will be very comfortable, and it will work smoothly with spheres, any kind of objects, yet with slight tweaks to make it work

Since I'm still in an intensive development stage, I was wondering, are there any features that you insanely wanted in the editor?

I'm planning to release this tool to open-source, it will also include hot reloads, and optimized build times, allowing you to quickly scale it to your needs, having a more smooth development timeline

///

I've also planning it to be hotkey intensive, at the center top you can see the hotkey hints (they can be disabled) but they will register your input, showing you what combination you currently have, and to what options it can advanced (i just find hotkeys a very essential and at the same complex thing to have in any kind of software, so I came with this comfortable idea to easen the use of it)

Also, the application will be based on parts of my engine, it will be highly optimized to run on any kind of device, and to run huge, complex edits without lags (biggest edits will take 0.1ms - 0.2ms, while smaller will be almost instant)

Posted Apr 5, 2026, 10:04 AM UTC

96
Loading comments…