https://github.com/game4all/vx_bevy
🧊 Voxel engine prototype made with the bevy game engine. Serves as a playground for experimenting with voxels, terrain generation, and bevy.
https://github.com/game4all/vx_bevy
bevy-engine game voxel voxel-engine
Last synced: about 1 year ago
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🧊 Voxel engine prototype made with the bevy game engine. Serves as a playground for experimenting with voxels, terrain generation, and bevy.
- Host: GitHub
- URL: https://github.com/game4all/vx_bevy
- Owner: Game4all
- License: mit
- Created: 2021-05-21T16:52:13.000Z (about 5 years ago)
- Default Branch: master
- Last Pushed: 2024-12-11T13:15:12.000Z (over 1 year ago)
- Last Synced: 2025-04-19T13:58:07.836Z (about 1 year ago)
- Topics: bevy-engine, game, voxel, voxel-engine
- Language: Rust
- Homepage:
- Size: 133 MB
- Stars: 303
- Watchers: 13
- Forks: 33
- Open Issues: 9
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Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
> **Note**
> This respository won't receive further updates to newer bevy versions. Thus current code may require modifications to port to newer bevy versions.
A minecraft-esque voxel engine rendering prototype made using the Bevy game engine.
Chunk are rendered using a triangle mesh per chunk. Chunks are greedily meshed.
Meshing and generation tasks are using bevy's `AsyncComputeTaskPool` to dispatch tasks across frame to prevent frame stuttering.
Performance is okayish (~100fps on a 1060 + 8th gen intel on release mode) with default render distance (16 chunks) altough mesh stitching could allow this to go even higher up.
Also don't go under the world.
## Screenshots



## Acknowledgments
This was ported to bevy 0.10.0 thanks to the efforts of [@naomijub](https://github.com/naomijub) with help from [@hans-pistor](https://github.com/hans-pistor).
Ported to bevy 0.11.3 thanks to [@juliohq](https://github.com/juliohq).
Ported to bevy 0.12.0 thanks to [@rparrett](https://github.com/rparrett).
Ported to bevy 0.13.0/0.14.0 thanks to [@clubby789](https://github.com/clubby789).
This uses the awesome [block-mesh](https://github.com/bonsairobo/block-mesh-rs) crate which handles greedy meshing.