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Oussama Aouessar edited this page Feb 1, 2026 · 1 revision

Voxel Horizon Java Edition - Wiki

Welcome to the Voxel Horizon Java Edition project wiki! This is a comprehensive documentation for a production-grade Minecraft-like voxel engine built with Java 21 and LWJGL (OpenGL).

Project Overview

Voxel Horizon is a voxel-based game engine designed with clean architecture principles from day one. The engine features:

  • Infinite world coordinates with region-based streaming
  • Deterministic generation (seed + coordinates only)
  • Production-grade architecture with strict separation of concerns
  • Configurable biome system with JSON-based content definition
  • Advanced terrain generation with islands, oceans, mountains, and coastlines
  • Multi-pass rendering with greedy meshing optimization
  • Far-field LOD ready architecture (Distant Horizons style)
  • Future UE5 compatible (engine-agnostic world data)

Quick Links

For Developers

For Users

For Contributors

Project Philosophy

This engine is built as a data-pipeline + streaming system, not a fixed world window. Key principles:

  1. No Global State - All generation is pure and deterministic
  2. Region-Based Paging - Data is generated per region and cached
  3. Renderer Independence - Renderer can request any chunk at any time
  4. Safe Fallbacks - Core always answers without throwing bounds exceptions
  5. Separation of Concerns - NO OpenGL code outside renderer module

Technology Stack

  • Language: Java 21
  • Graphics: LWJGL 3 (OpenGL 3.3+)
  • Build System: Gradle with Kotlin DSL
  • Noise Library: FastNoiseLite (OpenSimplex2)
  • Math Library: JOML (Java OpenGL Math Library)

Module Structure

voxel-horizon-java-edition/
├── app/          # Entry point, wires core ↔ renderer
├── core/         # World generation, streaming, data model (NO rendering)
├── renderer/     # LWJGL implementation (replaceable)
└── shared/       # Cross-module constants

Current Status

The engine is in active development with a stable foundation:

  • Core architecture - Complete and production-ready
  • Terrain generation - Configurable, multi-biome system
  • Rendering pipeline - Greedy meshing, 3-pass rendering, frustum culling
  • Streaming system - Thread-safe region caching with deduplication
  • 🚧 Advanced features - Caves, improved rivers, lighting (in progress)
  • 📋 Future work - Far-field LOD, save/load, physics

Screenshots

Note: Add screenshots showing the terrain, biomes, and rendering quality

Community

License

Add license information here


Last Updated: 2026-01-26
Version: Terrain-Generation-Configurable Branch

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