An experimental voxel engine.
Examples:
- Minecraft Classic - a game from Mojang(!) built on this engine
- noa-testbed - An old demo, outdated but colorful
- test example - test world from this repo, implements most of the engine's features
- hello-world example - bare minimum world, suitable for using as a base to build something out of
Under active development, best way to try it is to clone and hack on the develop
branch:
(clone this repo)
cd noa
npm install
git checkout develop # newest version is in develop
npm test # runs demo world in /docs/test
The start
and test
scripts run the minimal demo projects locally, via webpack
and webpack-dev-server
(which will be installed as dev dependencies). The build
script rebuilds static bundles for both demos.
To build a new world, use noa
as a dependency:
npm install --save noa-engine
var engine = require('noa-engine')
var noa = engine({
inverseY: true,
// see source or /docs/ examples for more options and usage
})
This library attempts to be something you can build a voxel game on top of. It's not a fully-featured game engine; it just tries to manage the painful parts of using voxels (e.g. chunking, meshing), and certain things that are tightly coupled to voxel implementation (physics, raycasting, collisions..), but otherwise stay out of your way.
Contributions are welcome! But please open an issue before building any nontrivial new features. I'd like to keep this library lean, so if a given feature could be done as a separate module then that's probably what I'll suggest.
Please note I do all dev work on the
develop
branch; please send any PRs against that branch!
The source is pretty fully commented, mostly with JSDoc-style comments, but I don't currently have a good docgen tool, so for now it's best to consult the source.
- 0.25.0
- Adds
debug
option: populateswindow
with useful references, bindsZ
to BJS inspector - Now current with Babylon.js 4.0
- Updates many dependencies, many small bug fixes.
- Adds
- 0.24.0
- Terrain materials can specify a renderMaterial (see
registry.registerMaterial()
) - Targeting and
noa.pick
can take a function for which block IDs to target - #36 every
component is removed (client apps using this, please define it separately)
- Terrain materials can specify a renderMaterial (see
- 0.23.0
- Now uses octrees for scene selection for all meshes, even moving ones
- Option
useOctreesForDynamicMeshes
(defaulttrue
) to disable previous noa.rendering.addDynamicMesh
changed toaddMeshToScene(mesh, isStatic)
- Entities can now be cylindrical w.r.t.
collideEntities
component - Adds pairwise entity collision handler
noa.entities.onPairwiseEntityCollision
- 0.22.0
- Large/complicated scenes should mesh and render much faster
- Chunk terrain/object meshing now merges results. Block object meshes must be static!
- Removed redundant
player
component - usenoa.playerEntity
property - Added
showFPS
option - Many internal changes that hopefully don't break compatibility
- 0.21.0
- Support unloading/reloading new world data.
Sample implementation in thedocs/test
app (hit "O" to swap world data) - changes
noa.world#setChunkData
params:id, array, userData
- changes
noa.world#chunkBeingRemoved
event params:id, array, userData
- Support unloading/reloading new world data.
- 0.20.0
- Near chunks get loaded and distant ones get unloaded faster and more sensibly
- Greatly speeds up chunk init, meshing, and disposal (and fixes some new Chrome deopts)
- 0.19.0
- Revise per-block callbacks:
onLoad
when a block is created as part of a newly-loaded chunkonUnload
- when the block goes away because its chunk was unloadedonSet
- when a block gets set to that particular idonUnset
- when a block that had that id gets set to something elseonCustomMeshCreate
- when that block's custom mesh is instantiated (either due to load or set)
- Revise per-block callbacks:
- 0.18.0
- Simplifies block targeting. Instead of several accessor methods, now there's a persistent
noa.targetedBlock
with details on whatever block is currently targeted. noa
now emitstargetBlockChanged
- Built-in block highlighting can now be overridden or turned off with option
skipDefaultHighlighting
- Simplifies block targeting. Instead of several accessor methods, now there's a persistent
- 0.17.0
- Adds per-block callbacks:
onCreate
,onDestroy
,onCustomMeshCreate
- Adds per-block callbacks:
- 0.16.0
- Simplifies block registration - now takes an options argument, and the same API is used for custom mesh blocks
- Removes the idea of registration for meshes
Made by @fenomas, license is MIT.