▲ 3 r/VoxelGames+1 crossposts

I added torches to my hardcore survival voxel game

Ender Lands is my personal project, which I've been developing solo for the last six months.

u/void_src — 4 days ago

Testing my voxel engine's world generation and lighting

Ender Lands is my personal project, which I've been developing solo for the last six months.

u/void_src — 7 days ago
▲ 11 r/VoxelGameDev+1 crossposts

Trees are finally in my voxel game's world generation

For the past 6 months I've been working hard on my dream game, a hardcore multiplayer voxel survival game called Ender Lands. Players start in the Stone Age, collecting stones and sticks to build their first primitive tools, then gradually progress toward the Iron Age. They'll carefully manage resources, farm and gather food, craft tools, and build shelter to survive the cold winters.

u/void_src — 8 days ago

Custom voxel engine in C99 + OpenGL 4.6

I've spent the last few months building a custom voxel engine in C. No deep reason for the language, I just like how simple and predictable it is to work with. So far I've got a dynamic skybox, water reflections, and a long render distance with no LODs on the terrain.

It stays fast because draw calls don't scale with view distance: I render with MultiDrawElementsIndirect, so a whole page of up to ~16k sections goes out in a single call, with per-section frustum + fog culling on top. Vertices are packed down to 8 bytes each, and meshing (greedy + neighbor face culling) runs on a worker thread pool off the main thread. View radius is 32–64 chunks.

Renderer system is nearly done. My next step is a proper world generation.

u/void_src — 20 days ago