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Creation: Voxel Engine

Unfinished c++ voxel engine that I wanted to make a game with. The codebase became a slog to work with which demotivated me to continue. I've decided to remake this but still unsure how.

Features

  • Optimized voxel mesh chunk system (No greedy meshing)
  • Chunk render distance
  • Procedural noise based terrain
  • Block breaking and placing
  • DDA Voxel traversal algorithm.
  • Mouse picking.
  • Centered mouse or free mouse by pressing the X button.
  • Texture atlas generator.
  • Data driven blocks, biomes and items using JSON.
  • Enet server and client multiplayer.
  • Billboarded sprites with look directions.
  • BSP Dungeon generation with item spawning.
  • 2D world generator with lattitude based biomes.
  • Simple grid based physics.
  • Distance based fog.
  • Runs smoothly on a i5 7th gen intel cpu and intergrated graphics.

Libraries used

  • lua
  • enet
  • glad
  • SDL2
  • FastNoiseLight

Requirements:

  • w64devkit

Textures from

Screenshots:

Block breaking and Placing:

break_place

Dungeon Algorithm:

dungeon

2D World generator with biomes:

world

About

Voxel engine written in C++

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