It's a CUDA ray-caster into a sparse voxel octree data structure, which runs at about 60fps at 1024x768.
So far it's just been a personal research project.
It's not really feasible to put this into a game, due to the size of the voxel data (20Gig on disk) and the fact that it's limited to CUDA capable graphics cards. And 1024x768 is a pretty small resolution these days (or 20fps at 1920x1080 is pretty choppy - take your pick).
My current ideas are:
- Add some trees, foliage, buildings, bridges etc, etc
- Figure out the Morrowind map format and convert it to voxels
- Experiment with a polygon/voxel hybrid renderer (polygons for close up content, voxels for distant)
- Some half-baked, grandiose plan for a voxel server and ray-casting browser