Most voxel games often skip physics all together in some futile effort to half effort the world’s intricacy, then they fail completely and become a half done game that sits in the wastelands of the internet. [They exist, trust me. I visit the internet wastelands on occasion]. I’m hoping Oort devs are being careful to include all possibilities rather than get too limited. Take a game like space engineers as an example, though the actual world is typically smaller, even that game handles physical objects brilliantly, and heck! The ships themselves are individual platforms of voxel data, it’s incredible!
Now, I’m not asking for each and every block that falls to have some form of physics, but if it were possible to intentionally create certain objects to have world physics, such as those chunks of blocks the Titans will be throwing at us [which though they will roll about, could still be mined/taken apart after the fact], or maybe in a localized simulation area. Let’s say someone’s castle comes under siege. Perhaps when a few walls fall, some chunks stay all clumped together and fall as a whole piece with slightly more real physics. Take for example, DMM [Digital Molecular Matter]. These amazing systems are a great example where however in a voxel game such as Oort, each block acts as the particle rather than the breaking splintering wood style in other games. Here’s a video example that kind of uses an extreme to demonstrate my point.
World interaction is a crucial part of any game and due to the rising interest a lot of players have in these mechanics, I think it’s a must as far as looking into it goes. Assassin’s creed is one example, but again, is far more sophisticated. Here’s a better example of what I mean HERE.
Chain, cloth, and clothing. I mean come on, who DOESN’T Want an epic scarf/cape flowing behind them in the wind?! If you played THIS GAME, then just Try to tell me you didn’t think the scarf was epic. I want scarfs and capes! Full customization! Length! Color! Design! Tatteredness! …[Takes meds]… imeanwot…?
Also, this would also be a great thing in later things such as Titans and how they physically interact with the world, or how weapons and magic interact with the world, etc, etc.
Bottom line is, there is a GREAT Deal of possibility in a voxel game such as this, and I don’t want it to be squandered by overlooking the elements of games that take them that extra mile, you know? Otherwise, we’ll be stuck with Minecraft physics in Oort and let’s face it… Minecraft physics are yuck. [No bias intended, I freaking love Minecraft #PleaseDon’tCallMeATraitor.]

