GitHub is where people build software. More than 27 million people use GitHub to discover, fork, and contribute to over 80 million projects. 22 May You can use the techcraft terrain engine. Its open source, meaning you can edit and contribute to the code, and it is very extensive, with almost anything someone would need to start. In addition to that, a quick google search brings up numerous resources for getting started with this style of a game engine. Voxel engine tutorial and article and guide site. Learning to make a voxel engine. Creating a voxel engine, like Minecraft Cubeworld, Infiniminer. C++ code OpenGL engine rendering. Screen Space Ambient Occlusion SSAO. Shader code.
18 Feb A Voxel Odyssey. The story starts with 19 year old me in a dorm room next to the Ohio State stadium. I don't have the repo from this stage of development (SVN at the time), but I remember the process clearly. Photo by Kristen Sutton. XNA 4 comes out in September I immediately dive in. This turns out. 29 Jul It's a good idea to keep your static terrain in a single buffer. Updating it for small changes is totally reasonable. However for something like an animation I think you're going to need to diversify your terrain system. Objects like doors, levers, and other objects that need to be animated should not be drawn with. 28 Sep If all else fails you can do multiple render passes, with voxels I suppose splitting the screen into squares and rendering each of those separately will work reasonably. Also, please consider what you are trying to achieve. Voxel engines are mostly unsuitable for games, they are hard to work with and hard to.