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Oussama Aouessar edited this page Feb 1, 2026
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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).
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)
- Architecture - System design, modules, and clean architecture principles
- Interfaces - Core interfaces and their contracts
- Implementation - Detailed implementation guide
- Technical Reference - Data structures, constants, and coordinate systems
- Getting Started - Build, run, and basic controls
- Gameplay Features - Current features and gameplay mechanics
- Configuration Guide - Customizing world generation and biomes
- Work in Progress - Current development status and roadmap
- Contributing - How to contribute to the project
This engine is built as a data-pipeline + streaming system, not a fixed world window. Key principles:
- No Global State - All generation is pure and deterministic
- Region-Based Paging - Data is generated per region and cached
- Renderer Independence - Renderer can request any chunk at any time
- Safe Fallbacks - Core always answers without throwing bounds exceptions
- Separation of Concerns - NO OpenGL code outside renderer module
- 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)
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
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
Note: Add screenshots showing the terrain, biomes, and rendering quality
- GitHub: Aizen93/voxel-horizon-java-edition
- Issues: Report bugs or request features
Add license information here
Last Updated: 2026-01-26
Version: Terrain-Generation-Configurable Branch