Voxelite was a student project for professor Dachsbacher's Graphics & Game Development course at the Karlsruhe Institute of Technology (Computer Science M.Sc.). It consists of a proposal document, 4 sets of presentation slides, 8k lines of source code written over 3 months and was awarded the maximum grade.
- Implement contemporary graphics techniques
- Volumetric light scattering as post-process
- Cascaded shadow mapping (+PCSS)
- Physically-based rendering
- Screen-space reflections
- Ambient occlusion
- Normal mapping
- Transparency-compatible bloom
- Create an efficient OpenGL deferred voxel renderer
- Asynchronous chunk meshing
- Nine total culling methods
- Texture atlas generation
- Asynchronous transparency sorting
- Mixed RGB flood-fill voxel lighting
- Generate procedural terrain
- Parallel noise-based chunk generator
- Spline tree for maximum configuration
- Multiple biomes and structures
- Practically unlimited world size
If you're thinking of a Minecraft clone - yes, pretty much that. We even stole the textures!
We're no artists, but hopefully made up for that in technical enhancements ;-)
- Add gameplay elements beyond block placement
- Create a well-documented, impeccable codebase
- Cross-platform compatibility (Windows only)
Type | Solution |
---|---|
Native bindings | LWJGL |
OpenGL abstraction | BeaconGL |
User Interface | ImGui |
3D Noise | OpenSimplex2 |
Logging | Log4j |
Data Structures | FastUtil |
Testing | JUnit / JMH |
Other | Gson / Jansi |
- Prof. Dr.-Ing. Carsten Dachsbacher
- Killian Herveau, M.Sc
- Reiner Dolp, M.Sc
- Baldur Karlsson (renderdoc)