# voxelforge A voxel engine in C++17 with a playable browser demo. The renderer targets OpenGL ES 3.0 / WebGL2 through Emscripten (WASM); the simulation core is GL-free and builds natively with plain g++ for unit testing. ## Features (v1) - Chunked world (16x16x16), cross-chunk block access. - Greedy meshing (Lysenko sweep): coplanar same-type faces merge into rectangles, faces are culled against neighbours across chunk borders. - FPP controller with AABB voxel collisions (walk + fly), gravity, jump, move-and-slide resolution. - Terrain generation from seeded Perlin noise (heightmap, water, sand, snow, trees). - Procedural texture-array atlas (one RGBA layer per tile, generated in code). - Frustum culling per chunk (Gribb-Hartmann plane extraction). - Block placing / breaking via voxel raycast (Amanatides and Woo DDA). - Binary world save/load (RLE), wired to browser localStorage in the demo. ## Features (v2 - depth) All added GL-free in `core/` and unit tested natively: - Infinite streamed world: `ChunkStreamer` keeps a disc of chunk columns resident around the player with separate load/unload rings (hysteresis so pacing a boundary does not thrash), feeding a nearest-first generation queue and a mesh queue that the render loop time-slices. - Procedural depth: `WorldGen` produces deterministic per-chunk terrain with climate biomes (ocean, beach, plains, forest, desert, mountains, snow), 3D-noise spaghetti caves, and depth-banded ore veins (coal, iron, gold) plus gravel; trees planted per column. - Lighting: `computeLight` flood-fills skylight (straight down at full strength, attenuating one level per step sideways) and block light from Glowstone, both as BFS. `meshChunkLit` bakes per-vertex ambient occlusion (classic 0-3 rule) and smoothed light into the mesh. - Water / transparency: the lit mesher splits each chunk into opaque and transparent sub-meshes; the renderer draws water last with blending, depth writes off, chunks sorted back-to-front. - Inventory: a 9-slot `Hotbar` with selection, wheel/number scrolling, stacking on break and consumption on place; drawn as an HTML HUD. - Region save/load: `Region` groups chunks into 16x16-column region files with a per-chunk RLE index; `serializeRegions` writes every resident region to browser localStorage. ## Layout ``` core/ GL-free simulation, native gcc build, unit tested include/vf/ Math, Block, Chunk, World, Mesh, Noise, Terrain, Raycast, Physics, Frustum, Serialize, Lighting, LitMesh, Streaming, WorldGen, Region, Inventory src/ implementations render/ WebGL2 layer, Emscripten build main.cpp context, input, streaming, GPU chunk buffers, render loop Shaders.h GLSL ES 3.0 vertex + fragment (light + AO) Atlas.* procedural texture array Base64.* localStorage payload encoding shell.html page shell with crosshair, hotbar HUD, controls tests/ native test harness + suites (74 tests) ``` The split is deliberate: `core/` has zero GL includes so it compiles and runs tests without any GPU or graphics libraries, which is the automated proof that the engine logic is correct. `render/` is the only part that needs Emscripten. ## Build and test the core (native) ``` make test ``` Compiles `core/src` + `tests` with g++ (`-std=c++17`) and runs the suite. Expected tail: ``` 74 tests, 59296 checks, 0 failed checks, 0 failed tests ``` ## Build the web demo (Emscripten -> WASM) Emscripten must be on PATH: ``` source ~/emsdk/emsdk_env.sh make web ``` Produces `web/index.html`, `web/index.js`, `web/index.wasm`. ## Run the demo WebGL needs to be served over http (not opened as a file://). Any static server works: ``` make run-web # emrun on http://localhost:8080 # or python3 -m http.server 8080 --directory web ``` Then open the served `index.html`. ## Controls - Click the canvas to lock the mouse. - `WASD` move, mouse look, `Space` jump. - `F` toggle fly; in fly mode `Space` / `Shift` go up / down. - Left click break block, right click place block. - `1`-`9` or the mouse wheel pick the hotbar block to place. - `K` save world (region files) to localStorage, `L` load it back. ## Verification status - Core tests (native gcc) pass, 74 in total. On top of v1 (greedy mesher, Perlin/terrain, raycast, AABB collisions, frustum, serialize) the depth work is covered: skylight/block-light flood-fill (attenuation, sealed-pocket darkness, radial emitter falloff), per-vertex AO and opaque/transparent split, streaming ring load/unload with hysteresis, biome/cave/ore world generation and determinism, region file round-trips, and the hotbar model. Each new mechanism was checked counterfactually (break the code, watch the test fail). - The Emscripten build produces a valid WASM artifact. The in-browser render was NOT verified here: this environment has no GPU / headless WebGL. Open the served page to see it run. ## v3 (later) - Native desktop build (GLFW + glad) once `libglfw3-dev` / `libgl1-mesa-dev` are installed; `core/` already builds natively, only a native `render/` backend is missing. - Worker-threaded generation and meshing (currently time-sliced on the main loop), greedy merging of the lit mesh, and per-face water sorting. - Shadow maps, mobs + physics, sound, LOD, texture packs. ```