Love the way water looks like. Any chance of getting stuff like underwater cities? Also, what about water behavior? Will it flow properly, fill in available volume, etc?
Does your engine support stuff like doors, lifts, gates, vehicles?
Water behavior (old screenshot, wave height is messed up here):
Well, you can move stuff through it, build around it, etc. As for flow, its calculated at the macroscopic level (you may have noticed terrain comes in large chunks, which are actually 8 cubic meters at the moment). So, you can alter the path of water at a large scale, like change the course of rivers and stuff. I may also decide to alter at the "micro" scale, i.e. voxel level, with particle effects, metablobs, etc, but it will be a rough, estimated calculation, not a full fluid dynamics simulation.
So, basically, you take away a large chunk of land or a blocking structure like a damn and the water will flow out, in 8 meter chunks (can be smaller, I will test what simulates the best for now). Also, each chunk could be wrapped with marching cubes style (really just using bilinear threshold with voxels), so that it appears to flow out more smoothly as it fills.
You can have moving voxels as shown, so you could build moving structures like vehicles and so forth. I had no plans to initially though, we will see if the feature makes sense and has enough priority. Would be good for ships, if nothing else.
It also supports arbitrary transformations on any object, which you can see with the doors and windows, which rotate. You could similarly transform upwards and downwards to make a lifting gate, or rotate along the x/y axis to make a drawbridge. No smooth rotations yet, just 90 degrees.