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Hi, I'm Zoey Fox (also known as Edepol).
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- I'm a trans girl from the UK.
- I'm obsessed with physics and astronomy.
- I make .NET/Unity projects that I never finish!
- I draw/make art sometimes.
- This is an unfinished website made in software that wasn't really designed to make websites (Obsidian), but hey, it's easy to use. Enjoy.
Blog:
I have no blog posts yet.
Where else can I find you?
Projects:
Right now, I have 2 main development projects I'm working on.
The projects are Voxel Engine and Fluid Sim.
Voxel Engine is a minecraft-like procedural terrain system built in Unity using Burst and Jobs.
It's not the most efficient system and needs a lot of work, but I'm proud of how it's coming along.
Right now it supports the bare minimum that you'd expect from procedural voxel terrain, and some that you might not:
- Unlimited world size (Like minecraft, the world just keeps loading as you explore)
- Build/destroy blocks
- As you'd expect, you can break/place blocks.
- Extremely rudimentary liquid support.
- no water physics yet, but liquids are separated from solids both internally and during rendering/draw calls. This will make it easier to implement water physics and waterlogging of blocks later.
- Cubic chunks
- Chunk dimensions are chunkSize * chunkSize * chunkSize. This means you can do something quite cool:
- Unlimited world depth
- Unlike minecraft, the world will also keep loading vertically. You can build as high or dig as deep as you want. The downside is that extremely tall structures will exceed the render distance.
- Chunk-size agnostic
- Builds its own 3D indexing based on a variable ChunkSize in runtime. In other words, the only limit to the size of chunks are your PC's performance/memory limitations.
- Real-time day/night cycle.
- By default, 1 in game day is 1 real life day. This is important for converting the in-game time to an easily understandable clock for checking the time.
- Runtime texture atlas generation
- Voxel Engine takes a list of textures and packs them into an atlas for you at runtime, making implementing multiple texture packs much simpler than it otherwise would be.
- Right now, all textures must be the same dimensions. It does not matter what the resolution is, as long as they are all the same. This was simply easier than a generalised solution.
In-Game screenshots
The hovel:

The hut:

The funny shape:

- Fluid Sim is a 3D voxel-based continuous fluid simulation built in Unity.
- Fluid Sim is designed to simulate weather conditions on a rotating spherical planet.
- Fluid Sim runs on the GPU using compute shaders
- Fluid Sim's output can be 2D or 3D.
- 3D outputs are designed for volumetric cloud shaders, and includes channels for cloud density, precipitation, and convection strength.
Screenshots:
High-resolution cloud map output
Shown is a high-resolution map of the cloud coverage from a 2048x2048x8 atmospheric simulation. The noticable difference between the left and right side is a result of differential heating due to the sun's position on an eyeball planet.


Integration with procedural planets:
Fluid sim is designed to integrate seamlessly into my procedural planets project, creating realistic volumetric cloud coverage. Please note that these screenshots are from much earlier in development, and the project already looks noticeably different.


Early Tests:



Unfinished (abandoned)
Perseverance is an extremely primitive and janky Geometry Dash clone with no music, which I made several years ago for WOWIE JAM 3.
The theme was "failure is progress", and I decided to take that literally.
In perseverance, the level ahead of you is hidden. As you move to the right, more of the level is revealed. If you die, the section of the level you revealed will remain visible, hence "failure is progress"
It would have been a more complete game, but procrastination got the best of me.
Astrophotography
Outside of development, I also take astrophotographs.
All my le epic space pics is taken using a Samsung Galaxy S21 (non-ultra) with a 76mm x 700mm newtonian reflector.
Moon
Taken during the partial lunar eclipse on 18/09/2024

Also taken during the partial lunar eclipse on 18/09/2024 (edited for dramatic effect)
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Taken later the same day:


Art
I also draw and make vector graphics from time-to-time!
I don't draw as much as I used to, or as much as I'd like to, but here's some art I've produced over the years:
All of my drawings are made using an XP-Pen Artist 12 drawing tablet with either Medibang Paint or Clip Studio Paint, depending on creation date (I switched to CSP later, earlier art is MBP).
My OC:
Art of my OC, Edepol

My Kurzgesagt-inspired space graphics:
Vector art I made in college to flex my photoshop and illustrator skills.


Commissions, Requests, and YCHs:
