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Vozelaris - An Ecosystem for Infinite, Destructible Multi-Threaded Voxel Terrain in Unity Engine
Hi everyone!
I wanted to share a project I’ve been building called Vozelaris - a specialized ecosystem and engine/library designed for building, processing, and rendering large-scale, voxel-based terrain in Unity Engine.
While it is currently implemented as an intuitive toolset within Unity, the core architecture is built from the ground up to utilize modern multi-core CPUs parallel processing to achieve infinite, highly interactable, and fully destructible/constructible worlds while maintaining maximum frame rates.
Here is a look at the current editor toolset and MVP layout:
1. Data-Driven Toolset
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Terrain & Biome Pipeline: Formulate and configure distinct biomes, setting up the noise rules for how they blend and behave. It lets me visually sculpt individual biome landscapes.
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Voxel & Decoration Registry: Define custom voxel types with dedicated data profiles and handle scattering rules for environmental assets (trees, foliage, rocks) tied directly to biome configurations.
2. Runtime Systems & Mechanics
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Procedural World Generator: Generates infinite voxel worlds on-the-fly at runtime based on the data configured in the editor pipelines, relying heavily on parallel computing for chunk generation.
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Custom Voxel Physics & Controller: Built-in physics and collision handling tailored specifically to responsive voxel grid navigation without relying on heavy generic physics engines.
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Grid-Based A* Pathfinding: High-performance navigation featuring dynamic random valid position sampling within 3D boundaries and efficient shortest-path calculations to moving targets.
I would love to hear your thoughts, feedback, or any technical questions you might have! How do you handle voxel data distribution or chunk loading in your own projects? Let's discuss!
Thanks for taking a look at Vozelaris!
Hello, first time making a reddit account and posting.
I recently Re-found the Cubeworld alpha, so at first i wanted to recreate the game as a whole as a little weekend project. Much, much research later I found out my Terrain generation sucked compared to Cubeworld. Even tried layering noise on top of each other, still wasn't even close. So I did the next best thing, I reversed engineered the game. So over the course of about 14 hours I was able to obtain the algorithms for Terrain generation to the point of having the integer hashes, heightmap noise(Hugo Elias noise), climate fields, biome-region layout, surface material+color, column assembly+water, Structures/POIs, dungeons, spawns, combat+stats, and leveling.
Still have to work on cracking the Vegetation scatter, quests+missions, abilities and the hit-damage equation.
I have everything I have done documented. I hope I can help the Cubeworld Modding scene.
Also the Master writer(the orchestrator loop) Is a 60kb Red herring, The only genuinely unresolved bit is the precise depth/shape precompute feeding the color blend. That should only affect where snow/sand/desert tints appear, not the actual terrain shape. I have the skeleton/constants/callees only (not full C)
6/24/26 Update
Minor update. Created a Python harness to compare live Cubeworld alpha and my Cubeworld clone.
Generated world data(heightmaps, region/biome layout) is ~99% byte identical.
Still need to finish off alot of systems, but so far it looks highly promising.
Next systems being done will be where every town/dungeon/monster/chest sits what each rolls, Vegatation (trees, grass, crops).
At that point Terrain/World gen will be done. Then ill begin work on simulation logic(combat damage, ability effects, AI ticks).
Also while this is going on I'm creating a custom C++ Vulken voxel game engine for my creation.