⚠️ 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.
- 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).
- 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
- 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.
- LOD meshes are combined to reduce draw calls
- Hidden chunks (behind terrain) are not rendered at all
- Adjacent faces are merged into larger quads, which greatly reduces the triangle count
- 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
- Inspired by Sebastian Lague's Procedural Landmass Generation Guide
- Terrain height = exponential function of noise (for natural mountain ranges)
- Integrated FastNoiseSIMD, for fast multi-core noise evaluation
- https://www.youtube.com/watch?v=QF2Nj1zME40
- https://www.alanzucconi.com/2022/06/05/minecraft-world-generation/
- https://minecraft.fandom.com/wiki/Blocks.png-atlas
- https://www.youtube.com/watch?v=wbpMiKiSKm8
- https://rtouti.github.io/graphics/perlin-noise-algorithm
- https://minecraft.fandom.com/wiki/Noise_generator
