Projects » QuadEngine

Quad-Engine v0.4.5, a small voxel engine I wrote in 2011 — a Minecraft-like block world with procedurally generated terrain: heightmap mountains and lakes built from dirt, grass, sand and stone blocks. The camera slowly auto-rotates over the landscape while you fly around it.

This is a very old hobby project from my school days — made years before I went to university or wrote any code professionally, so go easy on it. :)

Originally written in C++ on SDL 1.2 with fixed-function OpenGL. The version below is the original recompiled to WebAssembly with Emscripten; only the rendering path and platform glue were adapted for WebGL. The big change was replacing per-voxel display lists with one face-culled triangle mesh per chunk (the optimisation the original code had already sketched but never enabled) so it runs smoothly in the browser.

Click the canvas once to give it keyboard focus.

ActionKeys
MoveWASD
TurnQ / E
Look up / downR / F

The terrain is generated procedurally on each load, so no two sessions look the same. Lighting is off in the web build (the fixed-function light path has no WebGL equivalent), so blocks render at full texture brightness.