About vorfract:
vorfract is a voxel building environment which uses irregular voxels (called cells) instead of the usual cubic grid ones.
This allows voxels to have sloped/inclined faces, which are pretty useful for roofs, steep terrain and so on.
Everything is made of cells, so all changes are made using tools that recursively break/unbreak them.
Since a cell's position and shape is determined by its kernel (called a volume generator) and its surrounding cells, shaping objects in vorfract ultimately comes down to placing, moving or removing generator points.
If by this point you're still confused about what this is, you can read this brief explanation to get a better idea.
About me:
Not that much to say. I'm a computer programmer and as you can probably tell, this is my passion project.
I have long been fascinated by Voronoi diagrams and the cell patterns they generate and eventually, many years after first stumbling upon them, I felt compelled to see what modelling solid objects out of them would be like.
This is the result.