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v0.6.0-alpha - Vulkan Rendering & Block Expansion
VoxelForge v0.6.0-alpha
🎨 Vulkan Rendering System
This release implements the core Vulkan rendering pipeline:
New Features
- VulkanContext: Complete Vulkan instance, physical/logical device, and queue management
- VulkanBuffer: Buffer utilities including staging, vertex/index buffers, ring buffers, and buffer pools
- Renderer: Main renderer with swapchain, render pass, framebuffers, and frame management
- ChunkMesher: Chunk mesh generation with face culling, ambient occlusion, and multiple render layers
🧱 Block Expansion (200+ Blocks)
Extended BlockRegistry with comprehensive vanilla Minecraft block coverage:
Stone Variants
- Granite, Diorite, Andesite (regular and polished)
- Deepslate, Cobbled Deepslate
- Tuff, Calcite
Ores
- Iron, Gold, Diamond, Emerald, Coal, Copper
- Lapis Lazuli, Redstone
- Deepslate variants for all ores
Wood Types
- Oak, Spruce, Birch, Jungle
- Acacia, Dark Oak, Mangrove
- Cherry, Bamboo
- Crimson, Warped (Nether wood)
Leaves
- All tree type leaves with proper transparency
Building Blocks
- Stone Bricks (regular, cracked, mossy, chiseled)
- Bricks, Terracotta, Concrete
- Sandstone, Red Sandstone
- Prismarine variants
Wool Colors
- All 16 dye colors
Nether & End
- Netherrack, Soul Sand, Soul Soil
- Basalt, Blackstone, Glowstone
- End Stone, Obsidian, Crying Obsidian
Light Sources
- Lantern, Soul Lantern, Campfire
- Glowstone, Sea Lantern, Shroomlight
- Jack o'Lantern
Redstone Components
- Piston, Sticky Piston
- Dispenser, Dropper, Observer, Hopper
- Redstone Lamp
Utility Blocks
- Anvil, Enchanting Table
- Brewing Stand, Cauldron, Bell
- Beehive
Decorative
- Ice variants, Snow, Clay, Sponge
- Bookshelf, Ladder
- Sculk blocks (1.19+)
- Amethyst blocks
📊 Statistics
- Lines of code added: ~4,700
- Block types: 200+ (from 20)
- New files: 6
- Total commits: 19
🔧 Technical Details
- Uses Vulkan 1.3 with dynamic rendering
- Implements ambient occlusion for chunk meshes
- Supports solid, cutout, and translucent render layers
- Ring buffers for efficient uniform buffer management
- Buffer pools for dynamic allocations
Next Milestone: Chunk mesh rendering on GPU, physics integration with PhysX