Akincraft is a dual-stack voxel sandbox engine project with two implementation branches and an accompanying website:
java/— Java + LWJGL + OpenGLcpp/— C++ + GLFW + OpenGLwebsite/— 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.
cd java
./gradlew runcd cpp
mkdir -p build && cd build
cmake ..
cmake --build .
./akincraft_cppcd website
dotnet run- 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++
java/— Java engine using LWJGL and OpenGLcpp/— C++ engine using GLFW, GLAD, and OpenGLENGINE_SPEC.md— full studio-level technical specification.github/workflows/ci.yml— CI build and test pipelineCONTRIBUTING.md— contribution guidelinesLICENSE— MIT license
See CONTRIBUTING.md