Written in Rust + wgpu
- Raytraced shadows, procedural generation
- Metallic reflection
flowchart LR
PChunk[Chunk System]
subgraph PWorld[WorldRender]
direction LR
Camera --> voxel
voxel --if-metal--> voxel'
voxel --> sun
voxel' --> sun
end
subgraph PEffect[PostProcess]
direction LR
output --upscale--> Target
Target --color correct--> Surface
end
PChunk --> PWorld
PWorld --> PEffect
PEffect --> Surface
The raytracer uses a modified version of the algorithm presented in A Fast Voxel Traversal Algorithm (1987) - Amanatides & Woo