Replying to @justmetolife
Flat int array for full blocks, sparse map for carved cells: up to 8 packed int32 boxes per cell on a 4×4×4 grid. Remesh walks the boxes per chunk off-thread.
Hello, I've been silent about my voxel engine for quite some time. Creating a realistic looking world is hard, and through experiments and smaller prototypes, I think I've found a new aesthetic I like.
For now, I won't post visual updates and will focus on further development.
Replying to @hope42morr0w
Nice low poly models. Love the old rusted roof pieces.
Feel free to join our Discord server if you'd like to see more of Ender Lands and chat about the game - discord.gg/kCG2reajV9
First plains in the Ender Lands.
Spent this week improving the procedural terrain generation and completed the first pass of the vegetation.
#ScreenshotSaturday
Replying to @kikflip0092
In my experience, 512 shows the best balance between visual appeal and optimization effort.
For the past few months I've been building my own voxel engine in C99 and OpenGL 4.6.
I'm really happy with the progress so far and excited to share the first screenshot: dynamic skybox, water reflections, and a render distance that runs fast with no LODs.






