For the last few months I’ve been working on a voxel-based construction/exploration game in my spare time. Figured it’s a good time to share some of my progress.
A quick video demo here.
It’s all fairly minimalist so far, but the major features:
- First pass on procedural world generation.
- Large worlds (currently +/- about 2 million blocks in any direction, including up/down).
- Day/night cycle with sun and moon, as well as a rudimentary atmospheric scattering approximation.
- Normal mapping combining surface normals with a bevel effect on blocks to give everything a nice blocky look.
- Rudimentary UI, including inventory, main menu, HUD, and a debug console.
- Fairly polished movement controls and physics for the player (this is a big priority for me–games like this often have awkward-feeling movement and I want to avoid that).
A few technical details:
- Handwritten in modern C++.
- Renderer based on OpenGL 4.5.
- Physics (just for cosmetic effect for dropped items etc) using PhysX.
- Font rendering/layout using freetype2 and harfbuzz.
- Windows-only so far, but built with ease of porting in mind.