That would likely be even better, I was responding to DarkCart’s suggestion of going low-level without a reason.
Sorry. I don’t see why going low-level would be interesting except for learning purposes… or to implement new features in any LibGDX backend Understanding how OpenGL works can be useful when using APIs based on it, especially when it doesn’t work as expected but I think that some developers still think that they have to free themselves from APIs :s In my humble opinion, writing boilerplate code isn’t very interesting.
Would some sort of voxel engine be possible in LibGdx? I’ve only seen basic 3d animations from others.
EDIT: I left LWJGL after VBOs, I can’t understand the 3D.
Pretty much anything is possible, that’s never really the question, the question is how easy/worth it would it be.
The 3D API of LibGDX seems to be mature but less complete than the one of JMonkeyEngine and JogAmp’s Ardor3D Continuation. Its 3D API isn’t a scenegraph API. I think that it’s possible to write a voxel engine with it but it’s probably not the best tool for this purpose and why using LibGDX whereas in this case Ardor3D or JogAmp’s Ardor3D Continuation makes a better job thanks to ArdorCraft with a specialized API? Mythruna is a RPG of the same graphical style than Minecraft, it’s based on JMonkeyEngine 3. Actually, if you start creating another Minecraft-like game with an engine with no specialized API, you’ll have to write this API by yourself whereas if you use ArdorCraft, you’ll start directly with a working demo which will be a lot more motivating, won’t it?
VBOs aren’t very difficult to understand and why do you conclude that you don’t understand the 3D? Actually, you can understand the principles of 3D computer graphics without understanding VBOs and vice versa. VBOs are just a mean of using the retained mode.
[quote]I have been trying to code in OpenGl 3D however I have no idea where to go I want to learn how to make a voxel engine
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If you are trying to build a voxel engine and still getting your head around openGL try reading through this, it might give you some insight into what is required in a basic voxel engine.