We elected to utilize the inherent three-dimensional property of voxels to create destructible objects in our environment so we can more easily represent realistic destruction. We created our models through the use of our own personally made voxel model builder, which allowed us to voxelize any given unity asset and scale them to our preferred size, then easily import the objects into our environment.


A stable network system is essential for the environment to work properly. This is why we opted for the protocol TCP, we are working with a general purpose protocol that is secure and stable enough for the system to handle structures and physics updates to all the users.


The physics is server based, all calculations are server-side and are communicated to the client-side. This reduces the load on the client's system and allows low powered devices to have the same experience as more powerful systems. We have implemented basic collision detection and player movements.