The engine follows an Entity, Component, System architecture. Entities are what is in the game itself, components are the properties which define an entity, and systems are how those properties produce the game world.
This project was created to create a dense voxel based world using a marching cubes based algorithm. The desire is to create an aesthetic that blends blends Minecraft and Space Engineers but in a more traditional RPG setting.
Develop fully GPU based collision detection. Due to the world being voxel based the desire to have collision checks be on the GPU is to facilitate being able to increase the density of the voxels while minimizing CPU overhead by doing so.