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BrokeCraft

feature

⚠️ Only demo for presentation is built

A high-performance Minecraft-style voxel engine written in C# + Unity. This version also implements Cubic Chunks (Remove build limit of Minecraft) to achieve unlimited world build height — without vanilla C# overhead.

How does this work?

1. Voxels & Rendering

  • Voxels are stored in a contiguous array. Each block generates only the visible faces (face culling), and Textures are drawn from a single atlas to reduce draw calls.
  • Each chunk is built into a single combined mesh instead of instantiating cubes individually. The mesh can be split per side to allow side-based culling (disabling unseen faces).

2. Mesh & Vertex Optimization

  • Vertex positions are whole numbers ((0,0,0), (1,0,0)), allowing them to be stored as bytes, which drastically reduces the vertex memory footprint.
  • Mesh data is generated directly in memory for maximum Burst Compatibility

3. Chunk System (Cubic Chunks)

  • Replaces Minecraft's flat chunk system and uses Cubic Chunks to support infinite vertical expansion
  • Chunks load dynamically both horizontally and vertically
  • Each vertical column loads or unloads based on the player’s height.

Optimization

Occlusion Culling and LOD

  • LOD meshes are combined to reduce draw calls
  • Hidden chunks (behind terrain) are not rendered at all

Greedy Meshing

  • Adjacent faces are merged into larger quads, which greatly reduces the triangle count

Multithreading (finally lol)

  • All world generation and mesh creation occur off the main thread (using Unity Job System and C# Task System)
  • Terrain and Chunk Data are parallelized to use multiple cores effectively

Terrain Generation

Perlin Noise and Fractal Brownian Motion

Performance

  • Integrated FastNoiseSIMD, for fast multi-core noise evaluation

Special Thanks

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Minecraft but without Build Limit , in C#

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