https://github.com/junameinhold/voxelengine
https://github.com/junameinhold/voxelengine
Last synced: 8 months ago
JSON representation
- Host: GitHub
- URL: https://github.com/junameinhold/voxelengine
- Owner: JunaMeinhold
- Created: 2022-09-26T19:27:32.000Z (about 3 years ago)
- Default Branch: main
- Last Pushed: 2025-02-13T18:50:27.000Z (10 months ago)
- Last Synced: 2025-04-23T00:44:10.405Z (8 months ago)
- Language: C#
- Size: 40.6 MB
- Stars: 6
- Watchers: 2
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
Awesome Lists containing this project
README
# 🚀 High-Performance Voxel Engine (Minecraft-Like)
A **high-performance, fully multi-threaded voxel engine** that supports **massive render distances without FPS drops**. Designed for **real-time procedural terrain generation, fast world streaming, and ultra-efficient memory management.**
## 🌟 Features
- **128 Render Distance at Stable FPS**
- Tested on an **RTX 3070 8GB** at **165Hz VSync ON** with **no FPS drops**.
- **Lightning-Fast Disk Reads/Writes**
- **Ultra-efficient region format** keeps file sizes small while maintaining **instant chunk streaming**.
- **Full World Streaming**
- Loads and unloads chunks dynamically, supporting **seamless infinite terrain exploration**.
- **Procedural Terrain, Caves, and Trees**
- **Fully procedural world generation** with **realistic cave systems, biomes, and natural structures**.
- **Multi-Threaded World Generation & Updates**
- **Dedicated IO threads** ensure that the **main thread only handles GPU uploads & coordination**, keeping performance ultra-smooth.
- **Render Regions for Optimized Draw Calls**
- **Batched rendering** reduces CPU overhead, allowing for **massive draw distances with minimal performance impact**.
- **Zero Garbage Collection Pressure**
- Uses **manual memory management (`unsafe` pointers for voxel data)** to completely **eliminate GC pauses**, ensuring **stable frame times** even under heavy load.
## 🛠️ Technical Details
- **Written in C# with Ahead-of-Time (AOT) Compilation** for near-native performance.
- **Uses RLE + LZ4 OPT 10 compression** to **minimize storage requirements** while keeping chunk loading near-instant.
- **Full camera-relative rendering**, preventing **floating-point precision issues at extreme world distances**.
## 🚀 Performance Benchmarks
| Render Distance | FPS (RTX 3070 8GB, 165Hz VSync ON) | VRAM Usage | RAM Usage |
|---------------|--------------------------------|------------|-----------|
| **32** | **165 FPS (VSync)** | **~400MB** | **~1.5GB** |
| **64** | **165 FPS (VSync)** | **~1.1GB** | **~5.5GB** |
| **128** | **165 FPS (VSync)** | **~4,9GB** | **~18GB** |