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Tasks

  • [] Fixed world height using uint16. Cap at 1024 blocks.

  • [] Frustum culling

  • [] Occlusion culling

  • [] LOD system

  • Organize codebase (pt1)

  • [-] Fast, Accurate lighting calculations (offload to diff thread) (WIP)

  • [-] Fast, Seamless block editing within and across chunks (Breaking blocks yes, adding blocks WIP)

  • Infinite horizontal terrain generation

  • Organize codebase (pt2)

  • Directional Blocks (e.g logs)

  • Emissive Blocks (light)

  • Degenerative Blocks ( e.g tree leaves)

  • Infinite vertical terrain generation

  • Destructive Blocks (tnt)

  • Procedural Trees

  • Structure Lab mode - creates a world a single voxel (creative), build a structure then save the world (use for in-game buildings)

  • Procedurally generated procedural trees/objects

  • Ui state machine + components

Snapshot Jun 28 '25 alt text Snapshot Jun 29 '25 alt text

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an open-source voxel game / engine in go

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