I've been working on a Cube based Voxel Engine... Got "Infinite" (Limited only by Hard Drive space and the Physics Engine) Terrain being generated in 16x16x16 chunks. in the Y direction it creates 8 chunks from -4 to 4 currently. Got a Visual Node based Editor working for creating Terrain Generators. It takes full advantage of LibNoise and I've created some custom Generators for Heightmap support though it's still a work in progress. The Entire Engine is multithreaded taking advantage of a Thread Pool. The last screenshot was with the trees removed. Code used to generate the trees required calls to the Unity API which had to be removed when I multithreaded the engine. The Code for Generating Caves and Trees will be added back in tonight or tomorrow. The Screenshot was also taking from a different world using a Different Terrain Generator. It's a more basic blend of Voronoi Noise and Billow But even with it so basic it gives pretty good results.