Voxelholm
A from-scratch C++/OpenGL voxel engine and game: mine, build, and explore a procedurally generated blocky world of biomes, caves, and villages, heading towards a sandbox-plus-RPG survival game.
Tech Stack
Features & Highlights
Engine built from scratch
Original C++20 and OpenGL 4.3 core: chunked sectioned storage, a greedy mesher feeding packed quads through vertex pulling, and multi-chunk drawing with glMultiDrawArraysIndirect from an off-thread mesher.
Procedural worlds
Spline-driven terrain with biomes, water and trees, plus winding tunnels and deep caverns carved by a deterministic pass. Worlds save as a seed plus an edit diff.
Light and time
Sky light and warm lantern light computed per vertex, so a cave mouth glows and the tunnel behind it fades to dark, under a day/night cycle with a gradient sky.
Mining, tools and crafting
Each material answers to its own tool, across wood, stone and iron tiers fed by coal and iron veins, with a 3x3 crafting grid and a recipe list that shows what you are missing.
Villages
Worldgen places settlements from a library of prefab buildings: houses, a smithy, a chapel, an inn, fields of wheat and barley, and harbours with quays and moored boats on the water.
Farming and food
Till soil, plant seeds, and harvest wheat, barley, flax and vegetables; bake bread and cook stews to recover health.
Creative and Quest modes
Creative includes a builder that sets whole buildings down where you look; Quest is the start of the RPG layer. Choose a Classic or Detailed character model and skin, seen from first or third person.