

When building a voxel game, it is important to choose a data structure for representing the world early on. First of all, it is in 3D and second it is generally expected that the environments must be much more dynamic, with interactive lighting, physics and so on. Of course creating a Minecraft engine is much more challenging than making a 2D engine for a number of reasons. In many ways, it is the natural 3D generalization of older 2D tile based games. Modifying a Minecraft world is both intuitive and elegant you simply pick up and place blocks.

Minecraft (and Infiniminer) live in a unique space somewhere between high-resolution voxels and static prefabricated environments. …and given the huge success of Minecraft, I think they are going to become a permanent fixture in the landscape of game engines.
