Shardcraft
Overview
As I long time Minecraft enjoyer I always wanted to try working on my own voxel game. It was a ton of fun! Also very complicated with a lot of interesting technical challanges, so much time was spent on optimizing things so it would even run at all, hah!
Features
- Multithreaded generation/meshing/lighting using Unity job system
- Generation
- multifractal simplex noise generation, mountains and caves biome
- structure system for trees and gemstone structures
- 32x32x32 Chunk System
- chunks meshes are rebuilt whenever there is a change
- can add and remove blocks of course
- blocks are half the size of normal minecraft, so 8 times as much data :O
- greedy meshing to reduce unnecessary polygons
- Block Light Calculations
- supports RGB coloring, as well as a sky light channel
- ambient occlusion
- Voxel Physics
- voxel ray tracing
- voxel collision detection and response
- attempted this to be able to avoid expensive mesh colliders
- 3D A* Pathfinding
- Serialization system for saving and loading
Useful Links
Big thanks to my boy Ben and his work on Seed of Andromeda, from whom I have learned much. Here's some writeups which really helped me out: