I was watching the latest video on the voxel technology that is used by DU. In the video the show where they created a large rectangle and used a sphere shape to remove an arc from the rectangle. When this was done, there was a deformation of the remaining voxels along the line of the arc. Given the nature of voxels, I would expect some of this.
However, that does bring up the question that if the shape of the voxel is going to be dependent on the voxels that surround it, will it be possible to use a "voxel reactor" to create "special" voxel shapes that can be cut and pasted into things. Those of you familiar with building in Landmark will recognize the "voxelmancy" (I hate that term) approach. The other part of this, is will the texture that is applied to an existing voxel also modify surface of the voxel, i.e. a rough stone textures will give the voxel and actual rough finish, or merely the representation of a rough finish by the shading of the texture.
Since we are dealing with a Sci-Fi IP, the ability to have crisp lines and curves is going to be important. My concern is that we are going to need to jump through a number of hoops in order to get those nice smooth curves, using "putty", etc.... in order to get the presentation that we wish on our builds.
Judging from some of the names I am seeing posted in the forums, we have quite a few builders here that know their way around the voxel universe and I think a good discussion of what our needs and wants this early on in the game process might be worthwhile. I don't think any of us want to have to jump through 20 hoops to make a 1x1x20 cylinder, or spend half a day making an alphabet.