Celestial1 wrote:I don't believe the Voxel Terrain works that way, champ.
The "real-time" claim, I believe, refers to the fact that you can create this terrain in real-time in the editor, not terrain deformation like explosions carving the ground.
Voxel-based terrain is not necessarily deformable terrain, though it may still be possible to have terrain deformation in the engine. I wouldn't know that.
The terrain is stored as voxels iirc, but then is 'skinned' to make the surfaces, thus you get the efficiency of triangle meshes and the versatility of voxels. The fact that you can edit it real-time in an editor suggests to me that that's probably also the way it's done in the actual game-engine - although anyone feel free to correct me on this.
Editing Terrain - C4 Engine Wiki
Admittedly the demo isn't the best looking, but it nicely shows off the features of the engine, things like real-time reflections, voxel terrain + LOD, parallax mapping and dynamic shadows. I found the images in these threads show much better what the engine is capable of.
C4 Engine Forums • View topic - New Sci-Fi Textures WIP Thread
C4 Engine Forums • View topic - New Divergence Video and Screenshots
Equally the shader contest should be a good clue that it is a very powerful engine, it has a shader engine which can be used to create very complex setups (provided you know what you're doing), and this has been used to create car shaders/realistic atmospheric scattering (something many modern engines lack).
Shader Contest - C4 Engine Wiki
It's an amazing engine for the price, plus you get no holds bar access to the engine's source to make your own changes, and a forum full of dedicated indie developers.
~Penguin