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