2 hours ago, Tahaan said:
The game would have a concept of which "sides" of a voxel a single item or block would claim. A light bulb, switch or plate for example would claim only one side. "Corner fences" would claim two sides. Those catwalks with railings on two sides and a bottom would claim 3 sides. And so on.
Sure, you could do that in theory, basically each block then contain 6 (each side) or even 7 (each side + center) blocks.
But then comes into play, how do you determine which specific block only occupies half the voxel and so another block could be placed on the opposite site. But the other block needs to be another block that only requires half a voxel of space. And does this half block block half a voxel, so the opposite site is still free, but the left and right side is not? Finally you come to the conclusion that instead of adding lots of extra exceptions to "sides" of a voxel, basically is the same than dividing each block into 3x3x3 "subblocks", a ladder would than probably only consume 3x3x1 on one side, so still 3x3x2 free. A switch may even just take the center subblock of one side. So you could even have a 2 ladders facing each other and 2 switches on their side, but you can not place a ladder on each side, because the edges would overlap.
So and now the final question: Why does somebody probably not "easily" enhance the number of voxels by a factor of 27 or add lots of corner-case-code that is potentially very susceptible for any kind of bugs?