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.
- 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.
- lua
- enet
- glad
- SDL2
- FastNoiseLight
- w64devkit
Block breaking and Placing:
Dungeon Algorithm:
2D World generator with biomes:



