A voxel engine built using raylib-go and OpenGL
- Infinite Random World Generation: Utilizes a Perlin noise algorithm for creating expansive landscapes.
- Dynamic Lighting: Implemented basic lighting to enhance the visual experience.
- Water Formations: Realistic water bodies.
- Layered Landscapes: Add more geological layers, such as stone.
- Enhanced Lighting: Introduce ambient occlusion for better depth perception.
- Fog Effects: Create atmospheric depth with fog.
- Surface Feature System: Add trees, flowers, and grass to enrich the environment.
- Block Interaction: Enable players to place and destroy blocks.
- Biome Diversity: Implement various biomes for a richer exploration experience.
- Cave Generation: Create intricate cave systems for players to discover.
- Web Build: Compile the project to WASM.
To get started with the voxel engine, clone the repository and open the folder. Make sure you have Go installed on your device. Then, run the command go mod tidy
and finally, to compile the project, run go run ./src
.
This project is licensed under the MIT License - see the LICENSE
file for details.
Inspired by CubeWorld and TanTan's Voxel engine built with the beavy engine. I would also like to acknowledge the use of voxelized vegetation assets from MangoVoxel in my voxel engine.