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RVox Engine

skeleton model

A Voxel Engine made from scratch using OpenGL

Procedural Infinite Generation

  • 1000 block render distance

Optimizations

  • World is split up into 32x256x32 chunks

    • Chunks
  • Each chunk has its own mesh where voxel faces not surrounded by air are culled

  • Chunks are culled when out of frustum

  • Meshing and chunk generation is multithreaded using std::async

Lighting

  • Basic rudimentary lighting which is calculated using the normals of each voxel
  • Fog
  • Shadow Mapping using depth buffer pass
  • Voxel Ambient Occlusion

Ambient Occlusion

Physics

  • AABB vs AABB collisions
  • One block height auto jump

Other

  • First person camera
  • 3rd person camera
  • Orthographic camera

Model Loading

  • teapot ply model
  • Human And Skeleton

Libraries Used

  • FastNoiseLite - Procedural terrain generation
  • stb_image - Image loading for textures
  • happly - Parsing .ply files for model loading
  • GLAD - OpenGL functionality
  • GLM - Math library for OpenGL use
  • GLFW - Window management

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A Voxel Engine from scratch using OpenGL

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