Wikipedia as well as the developer provide some information on that. All that is done in red Faction, is what gamestudios CSG substract in WED does. It is completely polygon based without voxels and then polygons are added and destroyed at runtime.

Some nice voxel examples are Outcast (which seems to render the terrains in software, asuming that there are no caves or something like that and stores that data as heightmap, which is for some reason usually refered to as voxel based terrain, everything else seems to use polygons and is rendered with hardware support):


and Delta Force 2 (which seems to be mostly software based rendering using some kind of voxels for everything):


Last edited by Slin; 10/02/11 09:51.