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.

JavaC++OpenGLVoxelGame Development

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.

First attempt at a voxel engine

My first attempt at creating a voxel engine.

Procedurally generated terrain

Procedurally generated terrain with basic lighting.

Voxel flowers in the terrain

Added foliage like flowers to the terrain.

Voxel logs in the terrain

Testing object placement with logs.

A beautiful voxel landscape

A more complex and beautiful landscape.

Terrain with some entities

The beginnings of entity implementation.

Specular illumination test

Experimenting with specular illumination.

Lightning effects

Implementing dynamic lighting effects.

Isometric camera view

An isometric camera perspective.