▲ 17 r/VOXEL+3 crossposts

Progress on my custom voxel engine (VoxelForge): Coastlines, procedural palms, and wind shaders :)

Hey everyone!

The engine is really coming together and the scenes are starting to feel much more alive. Here is a look at the coastal/ocean biome generation in VoxelForge.

Current features shown in the video:

  • Coastal Topography: Smooth island transitions, shallow sandbanks, and deep seabed generation.
  • Procedural Palm Trees: Curved trunks, coconut clusters, and cascading fronds.
  • Foliage Wind Animation: Vertex shader displacement applied to flowers and palm canopies for organic breeze movement.
  • Water & Lighting: Water transparency with reflections and a warm summer lighting profile.
  • Skybox & High Clouds: Volumetric layered voxel clouds with horizon-aware rendering.

Still actively optimizing batching and draw calls, but really happy with how the atmosphere is turning out.

Feedback and thoughts are always welcome!

u/_m4ndingo_ — 3 days ago
▲ 13 r/VoxelArt+3 crossposts

[Project] VoxelForge v1.0 — A pure JavaScript & WebGL browser-based voxel engine and editor

​Hi everyone,

​I've been developing VoxelForge, a lightweight, zero-dependency voxel editor and rendering engine that runs entirely client-side in the browser using vanilla JavaScript and WebGL.

​The project started as a dedicated tool for editing individual 16×16×16 voxel models, but has grown into a sandbox environment capable of handling larger interactive scenes.

Key Technical Features:

  • Zero Dependencies: Pure vanilla JS and custom WebGL rendering pipeline.
  • Dual Environment: Seamlessly transition voxel assets between a 2D/3D isolation editor and broader spatial maps.
  • Extensible Scripting: Fully automated runtime via JavaScript APIs (custom OSD/menus, boot scripts, articulated entities).
  • Interactive Mechanics: Basic player controller physics (scale transformation, flight, parkour mechanics) and a partial logic-gate / signal system inspired by standard digital circuits.
  • Rendering & Shading: Implemented planar water reflections and basic environmental shading.

Current Rendering Challenges:

Handling non-standard voxel geometry is currently the main focus: optimizing mesh generation for incomplete 16³ blocks, custom face-culling on transparent voxels, and handling multi-pass shading without external shader libraries.

​The project is open source. I'm keen to hear thoughts from other engine devs on voxel meshing strategies and WebGL performance optimizations.

​Feedback and suggestions are welcome!

u/_m4ndingo_ — 5 days ago
▲ 0 r/VOXEL

Sobre los filtros de moderación

Hola, iba a publicar mensaje relacionado con mi motor de voxels que estoy creando, pero han saltado los filtros de moderación. Con quien hay que hablarlo para que se revise? porque no tiene nada extraño..

reddit.com
u/_m4ndingo_ — 5 days ago