Skip to content
Lucas Damian Johnson edited this page Jan 30, 2022 · 5 revisions

Supported Chunk Render Amount

The currently supported max render amount is 1000 chunks or about an area of 32x32 chunks. I aim to keep the engine at least stable and memory-efficient with that many chunks loaded on-screen.

Though how much the engine can actually handle depends on the device that it is being run on.

Max Amount Of Voxels

For any given voxel palette there are about 65k possible voxels and voxel states.

If you manage to exceed that by hand send me a screenshot.

Saving Data

To save the world data the best option would be to create a JSON string and convert that to a buffer. Then send it to a node backend and use Zlib to compress it. I am currently working on creating a region file and an easy way to store data. But right now this seems like the best option.

Can I use this for my game project?

Yes of course! You are free to download the code and do whatever you want with it.

But please don't just copy the engine and said you wrote it. A lot of work went into this that is not just my own. Without the help of many people online this would not be possible. I tried to give credit and sight as many sources as I could when developing this engine. We as developers stand on the shoulder of giants and I think it is important to acknowledge that.

The only other rule would be don't take the logo cause that is a copyrighted logo from my company Divine Star.

If you would like to provide credit for the voxel engine and use the logo that is fine.

Why did I make this?

Well, as of this writing I only first played Minecraft in 2020. Before then I was too busy with college and my own projects. I then became very curious about how it all works. I also love pixel art, computer science, and programming. I chose to write it in TypeScript because it is my favorite language. I knew with web workers that JavaScript could pull it off.

I also saw that a voxel engine could be used to make basically any type of game. I have a few projects in mind that require an engine like this. I did not set out to make a Minecraft clone per se. Though I love the game for its technical mastery I do not feel it is my mission to copy it but rather make something inspired by it. And it is not just basic Minecraft I was inspired by. I was also inspired by mods like Optifine which adds connected textures and shaders.

I decided to share this with the public because I can see actual games being made with it. Beyond just my own.

You may be able to steal my code by you will never take my style and flare. But also you never grow big by making others small. If this engine empowers and inspires others to make beautiful things then my life was worth it.

Will you be brave enough to wield its power and make something truly unique?

Why Babylon.Js?

Babylon.Js has a very nice API and the creator and maintainers work very hard to create a reliable feature-rich engine. Plus it is the only current 3d js engine that is preparing to support WebGPU. My choice is one based on the future of the engine as well as web tech and I feel Babylon.Js is currently the best option. Though actually most of the voxel engine could be replaced with pure WebGL cause the mesh data is the same.

Is this a Minecraft clone?

No, this project has no intention of cloning Minecraft. Although very inspired by it making Minecraft-style games was not the only intention. I've seen a lot of people make a "voxel" game or engine and it looks exactly like Minecraft. All the test worlds and textures I made were meant to look like nothing you would find in Minecraft. Simply cause I want people to see the potential for something else other than just copying Minecraft.

And beyond that, this is just an engine, not a game. The part game is up to you. If you want to make Minecraft you can do it easily with this engine. Or if you want to make a racing game you could as well. The possibilities are endless!

Clone this wiki locally