I've been working on a voxel-esque multiplayer shooter from scratch called 'BITPHORIA' since April '14. It's written in C, uses SDL, and renders using core OpenGL 3.3. I figure I'm at about the halfway point. I just recently gave the overall aesthetic of the world rendering some polish, and I am very happy with it. Everything is procedurally scripted using the equivalent of console-command scripting language.
Entity types, logic functions, particle types, world materials, entity models, dynamic models (verlet spring systems), UI menus, etc. are all scripted using simple command-based language, where each system has its own set of commands, but they are all highly similar.
The world is generated as a 3D volume that tiles horizontally (the game world repeats horizontally forever, there is no 'edge', or 'out of bounds'). This 'voxel' representation is only used as an intermediate representation from which the mesh for the world is generated, in VBO chunks. The 'voxels' themselves are material indices, which describe which scripted procedural 3D-texture material should be rendered at that point in space on the mesh.
The 3D textures are for raymarching into via GLSL shaders, giving surfaces an actual volumetric appearance beneath the polygon surface. This is in contrast to parallax mapping, which is merely vertical displacement along the normal of a polygon. With 3D textures they are actually 3D, and look voxelesque. They are expensive, memory-wise, and also GPU cycle-wise to have and raytrace into, which is why I'm doing everything in a 3D retro-pixel fashion, playing on the low-resolutions to demonstrate the novelty of the rendering technique. The other novel aspect of using raymarched 3D texturing is that there isn't a definite division between empty and solid space. You can have a cloudy marble material, for instance, with varying opacity throughout.
Players are simple verlet spring meshes that are dynamically animated. Feet/knees are dynamically thrown around and 'stuck' to the ground in succession to give the illlusion of running. Really the player model is dangling from 'anchor' points on the player entity, attached to the view angle so as to aim the head/guns around when you look around.. This is glitchy still, but looks good most of the time. Still needs tweaking though.
I just finally got multiplayer networking to connect up and create players, handle reliable event transmission, etc.. All from scratch using UDP.
I have a bunch of 'neat' ideas for the HUD and gameplay itself, but this is what I have so far with the engine and basic aesthetic and dynamics. I am still on the fence about a kickstarter, Steam early release, etc... I almost just want to try to pull a Minecraft and self-release, creating leaderboards where players must create email-tied accounts to play on servers (ala 'Won-ID', if anybody remembers those days). This is in the hopes of minimizing piracy.
Please forgive the ultra low quality. At least you can get a feel for what I got going on thus far.
https://dl.dropboxusercontent.com/u/62846912/IMAGE/screen009.jpg
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https://dl.dropboxusercontent.com/u/62846912/IMAGE/screen022.jpg
This is mostly a total remake of an older game project I started a long while ago called 'Revolude', which was abandoned when I met the mother of my children. Now that I have two babies, and we run a crafting business from home, I feel it is about time I have something to show for for all of those years I spent learning game dev in my youth.
PS: how on earth do I embed a youtube video in a post?