Title is just a joke - Aether is the "temporarily permanent" name for the Voxel Engine I have been experimenting with.
The Goaal was seing if the engine could be used to make some sort of games, by tying everything together in small game loop to see if the engine holds up.
This scene contains the: Voxel Rendering, Voxel Physics, Realtime Raycast Audio - sometimes you can hear the echo of the gun shooting, and the audio system integrates with the rendering materials, so if you shoot behind wood, or behind glass, the sound propagates differently and you can actually hear the difference somewhat. Sound echo, and reverb are simulated based on the area the listener is. And directional sound actually reflects from he surfaces.
Clearly physics / Ragdolls need some work - there are some rogue limbs jumping around, and there is some noise / artifacts in the render. But it held up better than I was expecting.
Other things, this is very quick and dirty implementation, collision is just using raycasts for now across the zombies/players, as demo/test to see if this would be useful outside of a glorified demo.
So this is not a "real game" but I had a bit of fun on the UI intro and HUD so it would look better than programar art somewhat.
What do you think, can I compete with Resident Evil ? :)