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VoxelEngine

A high-performance, modern voxel engine written in C++ with Vulkan and GLFW.

Features

  • Real-time raytracing with Vulkan
  • Procedural terrain generation
  • Multi-threaded chunk management
  • Modular, extensible architecture

Project Structure

VoxelEngine/
├── src/         # C++ source files
├── include/     # C++ header files
├── shaders/     # GLSL shader sources
├── bin/         # Compiled binaries and SPIR-V shaders
├── Makefile     # Build system
├── LICENSE      # License file
└── README.md    # This file

Dependencies

  • Vulkan SDK
  • GLFW
  • GLM
  • glslc (from Vulkan SDK, for shader compilation)
  • g++ (C++17 or newer)

Building

To build the engine and shaders:

make

This will:

  • Compile all shaders in shaders/ to SPIR-V in bin/
  • Build the C++ source files in src/
  • Output the binary to bin/voxels

Running

To run the engine:

make run

Or manually:

./bin/voxels

Cleaning

To remove all build artifacts:

make clean

Adding New Shaders

  • Place new .glsl files in shaders/.
  • Add a line to the Makefile to compile it to bin/yourshader.spv.

License

See LICENSE for details.

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Hnsoren's Voxel Engine

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