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Akincraft

Akincraft is a dual-stack voxel sandbox engine project with two implementation branches and an accompanying website:

  • java/ — Java + LWJGL + OpenGL
  • cpp/ — C++ + GLFW + OpenGL
  • website/ — C# ASP.NET Core website front-end

Each project provides a runnable prototype for chunk-based procedural terrain, biome-driven generation, block placement/destruction, greedy meshing, first-person controls, physics, and persistence.

Getting Started

Java stack

cd java
./gradlew run

C++ stack

cd cpp
mkdir -p build && cd build
cmake ..
cmake --build .
./akincraft_cpp

Website

cd website
dotnet run

Features

  • Procedural chunk terrain generation
  • 3 biome types: plains, forest, desert
  • Chunk management with LOD-friendly update scope
  • Mesh optimization using face merging
  • Block placement and destruction
  • Inventory and crafting prototypes
  • First-person camera with collision support
  • Day/night cycle and basic lighting
  • Save/load persistence architecture
  • Build pipelines for Java and C++

Repository Layout

  • java/ — Java engine using LWJGL and OpenGL
  • cpp/ — C++ engine using GLFW, GLAD, and OpenGL
  • ENGINE_SPEC.md — full studio-level technical specification
  • .github/workflows/ci.yml — CI build and test pipeline
  • CONTRIBUTING.md — contribution guidelines
  • LICENSE — MIT license

Contribution

See CONTRIBUTING.md

About

Akincraft is a dual-stack voxel sandbox engine project with two implementation branches and an accompanying website:

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