e034d1033925cf287b0cf3600cf9e65d03d73a24
Terrain feel: biome regions ~10x larger (Voronoi cell size 96->960); terrain height now eases across biome borders via a Voronoi distance blend (smooth, and ~25x cheaper than the old 169-sample box blur); mountains capped to ~2/3 world height and gentled (ridged amplitude/frequency lowered), snow line lowered to match. Centralization: ~27 world-gen/render tuning constants (biome amplitudes & frequencies, climate-noise frequencies/octaves, biome-selection thresholds, blend width, cell size, filler depth, snow line, camera near plane, spawn offset, overlay scale) hoisted from scattered literals into a region-organized, fully-commented Configuration. Configuration is threaded into NoiseSource, the biomes, BiomeRegistry, BiomeMap (+Classify), TerrainSampler, WorldGenerator (+BlockAt filler depth), and Camera via Player. Defaults equal the prior values, so generation is unchanged; worldgen tests updated for the new constructor signatures.
VoxelEngine
A learning voxel engine written in C# (.NET 10) on top of OpenTK 4 / OpenGL 3.3.
Status
Early baseline. The current goal is rendering a single face-culled, textured 16×16×16 chunk that you can fly around with a free camera — the structural core the rest of the engine builds on.
Tech stack
- .NET 10 / C#
- OpenTK 4.9.4 — windowing, OpenGL bindings, and math
- StbImageSharp — texture (PNG) loading
Build & run
Requires the .NET 10 SDK.
dotnet run --project VoxelEngine.csproj
Once the baseline is running: WASD to move, mouse to look, Esc to quit.
Project layout
Core/ game window + loop
Rendering/ shader, texture, camera, chunk renderer (OpenGL)
World/ block model, registry, chunk, mesher (no OpenGL)
Assets/ shaders + texture atlas
The World/ layer is intentionally free of any OpenGL dependency so the voxel logic can
be unit-tested headless.
Roadmap
- Baseline: window, fly-camera, one face-culled textured chunk
- Procedural terrain (noise)
- Multiple chunks + frustum culling
- Player controller + AABB collision
- Block break / place
- Lighting
Description
Languages
C#
97.9%
GLSL
2.1%