Creative mode WebGL voxel game. Runs in Chrome, with multiplayer functionality and very few dependencies
JavaScript Other
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src will merge these lib forks in later Dec 28, 2016
www-modeler directional lighting, preliminary character model, over-the-shoulder … Dec 1, 2015
www specific guidance on draw distance setting Oct 30, 2016
.gitignore draw nearby chunk changes more frequently than others Nov 2, 2016
CONTRIBUTING minor tweaks to readme and contribution info Oct 30, 2016
LICENSE.txt MIT license for voxeling, and testbdcraft texture license Jun 12, 2016
README.markdown move code into src folder. bash scripts for running client and server Nov 19, 2016
config-example.js include full-tree in texture dialog Jun 26, 2016
package.json extend is no longer a dependency Jun 27, 2016



Inspired by voxel-engine and voxel.js, this is a multiplayer sandbox (like Minecraft creative mode) implemented in WebGL with very few dependencies. Very much a work in progress.

Demo: (Google Chrome and Firefox 46+)

Project blog:

Textures provided by:

Player skins from:

Gameplay Features

  • Multiplayer, with maxogden, substack and viking skins
  • Block creation and destruction (batch operations via click-and-drag)
  • Jumping and flying
  • First-person, over-shoulder, third person camera views (these need some love, though)
  • Building materials and material picker dialog
  • Gamepad support (80% complete)
  • Adjustable draw distance (change it according to your GPU speed and memory)
  • World state is saved to files or mysql (install mysql npm module)

What I'm working on

  • Optimizations, always and forever
  • Point light sources and shadow mapping

Technical Features

  • Client and Server (ported bits from my voxel-client and voxel-server forks)
  • Simple physics engine for player movements
  • Meshing algorithms
  • Sample world generators
  • Improved websocket emitter - disconnects are handled gracefully
  • Object pool to reduce memory allocations and garbage-collection pauses
  • voxel-highlight replacement
  • Simple run-length encoder/decoder (voxel-crunch did bitwise ops, and was buggy across node versions)
  • LRU cache for minimizing trips to the file-system or database for frequently requested chunks
  • Relatively flat architecture means it's easy to get a WebGL handle and the inverse camera matrix for drawing
  • All IO and chunk meshing is done in a web worker, which keeps the framerate very high
  • Uses view frustum to prioritize world chunk fetching
  • Directional lighting
  • Day and night cycle (still needs some love)

See it in action in the demo (Google Chrome or Firefox):

Or follow the installation instructions below to run it locally.


In terminal 1:

# git clone the repo into voxeling folder
cd /path/to/voxeling
# Download textures from (256x256 version)
# Extract to www/testbdcraft
npm install

# create folder for world chunks
mkdir -p chunks/your-world

# copy the default config and customize
cp config-example.js config.js
vim config.js

# generate web-worker JavaScript

# start server
node server.js

In terminal 2:

cd /path/to/voxeling
# start the client

Now, point your browser to Read the introduction for controls and keybindings. Enjoy!




MIT License