A Voxel Engine made from scratch using OpenGL
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World is split up into 32x256x32 chunks
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Each chunk has its own mesh where voxel faces not surrounded by air are culled
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Chunks are culled when out of frustum
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Meshing and chunk generation is multithreaded using std::async
- Basic rudimentary lighting which is calculated using the normals of each voxel
- Fog
- Shadow Mapping using depth buffer pass
- Voxel Ambient Occlusion
- AABB vs AABB collisions
- One block height auto jump
- First person camera
- 3rd person camera
- Orthographic camera





