A fully custom voxel engine featuring procedural terrain generation using multi-octave Perlin noise, infinite world streaming, and a custom chunk management system.
The engine implements an optimized greedy meshing algorithm that reduces polygon count by up to 90% compared to naive implementations. Dynamic lighting is handled through a flood-fill algorithm that propagates light values through the voxel grid in real-time.
Key technical achievements include a custom memory allocator for chunk data, SIMD-optimized noise generation, and a multi-threaded chunk loading system that maintains 60fps even during heavy world generation.
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