A high-performance, modern voxel engine written in C++ with Vulkan and GLFW.
- Real-time raytracing with Vulkan
- Procedural terrain generation
- Multi-threaded chunk management
- Modular, extensible architecture
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
- Vulkan SDK
- GLFW
- GLM
- glslc (from Vulkan SDK, for shader compilation)
- g++ (C++17 or newer)
To build the engine and shaders:
makeThis will:
- Compile all shaders in
shaders/to SPIR-V inbin/ - Build the C++ source files in
src/ - Output the binary to
bin/voxels
To run the engine:
make runOr manually:
./bin/voxelsTo remove all build artifacts:
make clean- Place new
.glslfiles inshaders/. - Add a line to the
Makefileto compile it tobin/yourshader.spv.
See LICENSE for details.