I have to admit I downloaded it and thought... hey this looks rubbish... then I started shooting.
Ye Gods, imagine trying to duplicate that level of distruction in a mesh. Bit's of land where exploding all around me. I'm helping to write an Open MMORPG game, but at the moment it is in it's Offline stages. I can just imagin having a landscape made up of voxels, and having my magically enhanced warrior punching though walls, or a wizard collapsing caves on himself with a misaimed spell. The game ran so smoothly as well, and the level loaded so quickly. Clearly there's enough processing power left to make the voxels far finer, it was barely taxing my CPU at all.
There was an initial build time for the levels, but what interested me was the way the build time only occured once, and afterwards the level loaded instantly. With meshed the calculations need to be done every single time.
I think if the resolution of the pixels where doubled or trippled it would rival meshes quite easily simply because it's natrually pre-desposed to toward curves and angles.
I'd love to see voxel technology in a Dragonball Z game, for those of you who know the anime cartoon, the things the games really miss is the lack of distruction on the landscape. Each ki blast makes a creator, each time one of the fighters is hit hard enough he goes right though a mountain. Each punch makes a dent. It would even be possible to limit it by saying once you go too deep into the ground the planet explodes.
We where talking about mining in Open MMORPG. This technology would be great for making your own mining tunnels and hunting for gold. A pick axes, a drawf, need I say more?
Anyway it's such a shame that graphics cards are pre-desposed to accellerating polygons only, though the game engine used in the cave demo did use OpenGL for accelleration. I wonder if Direct X can do the same thing?
http://advsys.net/ken/voxlap/voxlap03.htm
Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.