voxel engine in c/c++
Switch branches/tags
Nothing to show
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
bin
build Add box renderer Nov 8, 2017
doc Delete Untitled2.png Aug 4, 2018
lib Better Makefile, ECS progress Sep 8, 2017
scripts Graphics engine restructured Nov 8, 2017
src AABB wireframe rendering component&system Nov 8, 2017
C++.gitignore Add box renderer Nov 8, 2017
Makefile Add box renderer Nov 8, 2017
README.md Update README.md Nov 4, 2018
file.ppm Restructuring Sep 4, 2017

README.md

Shovel Engine

A very work-in-progress voxel engine, my first major C/C++ project as well.

Written with a very limited C-like subset of C++. No OOP, just ECS.

The one notable thing about this is the greedy mesher that I got to mesh chunks of 64^3 voxels in 10-15ms on a Pentium G4560, or 512x256x512 in 600ms on a Ryzen 1600 (FYI that is really damn fast)

Built using old school Makefiles, compiled with GCC (MinGW-w64), written in Sublimetext 3. I can't stand MSVC.

Update:

I actually really dislike how the code ended up, I'm rewriting it all again to just pure C. Why C? I just like C. Also build tools, CMake is the way to go. So this repo is dead.

Images

Greedy meshing and MC-style baked AO image 380FPS with a RX480 image Debugging player collisions and text rendering image

Other

Due to my foolish use of proprietary Consolas font and the questionable inclusion of the libraries used, this shouldn't be public here at all (and wasn't until my github educational license ran out). I cannot give this a free license for now.