Voxel Engines
A journey through the creation of multiple voxel game engines from scratch, showcasing my growth in low-level programming, system architecture, and graphics rendering.
The Spark of Creation: My First Voxel Engines
My journey into game engine development began with a fascination for voxel-based worlds. Over the years, I've developed multiple voxel engines from scratch, each one a stepping stone in my understanding of OpenGL and low-level programming. I started with Java, the first language I mastered, and used it to build my initial engine. This foundational experience was crucial, as it stablished a solid knowledge base.
Pushing the Boundaries: From Java to C++
Driven by a desire to learn C++ as a new language, I decided to transition my engine to C++ as a learning experience for the language and more voxel-stuff. This was a significant learning curve, but it provided an invaluable opportunity to delve into memory management, performance optimization, and system architecture. Sadly, many of these early iterations are lost to time, but the lessons learned have been foundational to my growth as a developer.
A Lost Legacy, A Future Vision
While the code from my past projects may be gone, the knowledge and experience I gained are not. These projects have given me a profound appreciation for the complexities of game development and graphics programming. Now, with a wealth of experience behind me, I am channeling my passion into a new voxel-based game called "Industrialized," under my personal brand, Electrodiux.
Visual Showcase: A Journey Through Voxel Worlds
Here is a gallery of images from my various voxel engine projects over the years, showcasing the evolution of my work.
My first attempt at creating a voxel engine.
Procedurally generated terrain with basic lighting.
Added foliage like flowers to the terrain.
Testing object placement with logs.
A more complex and beautiful landscape.
The beginnings of entity implementation.
Experimenting with specular illumination.
Implementing dynamic lighting effects.
An isometric camera perspective.