Creating sculptable objects:
During college, I always want to develop a voxel engine. However due to the workload of the bachelor degree, I never had the time to develop such thing. However I was really lucky during the master degree and got the opportunity to develop a voxel engine in Unity3D as part of my master thesis. I somehow managed to convince the supervisors to write something related to voxels. Although they changed the topic a little bit but the main part was still the engine. The topic was about teaching sculpting using VR and the voxel engine was required in order to simulate the marble block.
However existing engines were never sufficient because the requirements were that you can sculpt with different tools at target resolutions. In sculpting you have coarse tools for the raw work and fine tools for the more detailed stuff. The main issue of existing systems was the unflexibility of the engine itself. There are these terrain assets in the asset store which create complete worlds but a high resolution voxel block was the requirement. Then most of their source code was C++ based and accessed in Unity using bridges. So the only solution was to develop one.
Full flexible voxel engine:
The voxel generator allows the creation of blocks which can then be sculpted into any desired shape inside the Unity editor or in the game itself. You can mix visualisation modules together in order to create blocks with any desired property. Mix marching cubes and detail placement together to create highly detailed terrain. It is also possible to manipulate the data structure itself so you can decide between low memory consumption using the default octree or high performance trees. Also dynamically saving and loading in real time is possible. It is just amazing how far you can optimize stuff since during master thesis, loading took more one minute. The voxel generator is my eigth product and took 1.5 years to develop. Also a free Documentation is available but I recommend watching the video below where you can see this tool in action.