Hello everyone!
My name is Shanee, I am a student of Biology & Computer Science in the Open University of Israel. In my free time (what's that?) I make games!.. ok, so far I made a game engine, but a game should come next

I have recently got my engine to what I felt is "ready for game" state and started working on a game but my boyfriend who is my partner for the project (when he has the time, even less time than me he has!) really inspired me to look into volumetric terrain so we can have cave system and cities which could resemble the Underdark (for you D&D lovers out there). Oh, him and Minecraft inspired me

One of my desires is to make a game which is sort of like Ultima and Ultima Online in style, will most definitely have multiplayer in it and a lot of exploration, quests, dialogs but because of our huge team (two people) and vast amount of assets available (nearing zero) we are looking into cool algorithms to have a lot of the features generated somehow.
So what am I doing here? Ha! main reason for me to post after all, isn't it? Well, I been looking into marching cubes... googling, gamedev'ing, searching, reading, oh what's this? PolyVox... looks interesting... next! But then I remembered, "don't re-write what's already there for you to use" and made my way back here. I went over the license, free to use for commercial, feel free to put credits if you like (I like, you deserve it

), blah blah blah, oh a small guide.. super simple to use actually. Hey! this could be it.
The story from the previous boring paragraph results with: "I'm here, hello!" or well, this post. So... Hi!

I am looking forward to trying to implement PolyVox into MLE (the engine my bf and I are working on) tomorrow, after I finally get some sleep. Or the more sensible choice - sometime after my biology exam on monday (that will be hard to wait so long so don't count on it!).
That's about it!
Except the questions!
MLE is using DirectX 9, I saw the example uses OpenGL. As far as I know the OpenGL and DirectX triangles/indices are pretty much flipped, aren't they? Can I just copy the vertices and indices given by the SurfaceExtractor to my DirectX vertex buffers and index buffers as is?
Second question, I tried to look but didn't find much (btw parts of the manual seem to be broken?) - How does LOD work here? and I heard there were some issues with holes?
Question number three, texturing. How do you get the UV on the surface?
Last but not least, question number four! I saw the videos show real time editing of the voxels, how will this apply for terrain? Does it mean you should use relatively small "volumes" so when updated the vertex buffers are easy to update? What sizes of voluem should I consider?
Thanks for reading!

And even more thanks for making this awesome project.