VoxelGaming is the central documentation hub and landing page for a system-driven voxel gaming ecosystem.
All source code lives in separate repositories and is referenced here. This repository focuses on architecture, concepts, workflows, and process.
The public website is hosted via GitHub Pages and lives in the docs/ folder.
VoxelGaming explores how small, interdisciplinary setups can build deep, long-living game systems without AAA pipelines.
Focus areas:
- voxel-based world building
- instanced group content (dungeons / raids)
- creator-driven workflows
- architecture-first design
- sustainability over spectacle
RaidSimulator is a playable game prototype used to validate the VoxelGaming technology stack and workflows.
It is not the final game, but a reference implementation to test real-world constraints.
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🎮 Instanced group content
- Controlled encounters
- Learnable mechanics
- Reproducible challenges
- Progression without open-world chaos
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🏗️ RaidBuilder integration
- Players can become dungeon creators
- Early content validation through real usage
- Scales content without content factories
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👥 Creator dev access
- Creators can test their dungeons in real rendering
- Validate scale, lighting, flow, and performance
- Design is verified inside the actual system
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🌍 Hybrid world design
- Open world for exploration and atmosphere
- Instanced spaces for group play and progression
- Inspired by WoW, Hytale, and classic raid design
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🧱 Abstract / low-poly visual direction
- Clear readability
- Creator-friendly aesthetics
- Long-term sustainability
- No cinematic debt
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🚫 No cinematics, no celebrity marketing
- No cutscene dependency
- No influencer-driven hype
- The system is the product
VoxelGaming defines the system.
RaidSimulator proves it.
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RaidBuilder (C++ / Vulkan)
Editor application built on top ofVoxelEngine,SMLUI, andSMLParser.
Used to create and test instanced dungeons and raid content. -
RaidBuilderGodot (Legacy)
Godot 4 based editor used as a reference during the Vulkan/C++ porting phase. -
VoxelEngine
Vulkan-based renderer and voxel core responsible for rendering, chunk management, and low-level performance. -
SMLUI
Bridge layer between SML (Simple Markup Language) and ImGui, used for declarative UI definitions. -
SMLParser
Lightweight C++11 SAX-style parser for SML, optimized for streaming and low-overhead parsing.
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RaidBuilder (Vulkan):
https://github.com/CrowdWare/RaidBuilderVulkan.git -
VoxelEngine:
https://github.com/CrowdWare/VoxelEngine.git -
SMLParser:
https://github.com/CrowdWare/SMLParser.git
VoxelGaming and RaidSimulator follow CWUP – CrowdWare Unified Process.
CWUP is a user-centered, architecture-aware development process designed for creator-driven and long-living systems.
Key ideas:
- users submit and rate feature requests
- creators validate systems by building content
- architecture and decisions remain explicit
- iteration and publishing happen continuously
📄 See: CWUP/README.md
The project website lives in docs/ and is published via GitHub Pages.
It contains:
- conceptual documentation
- architecture notes
- design decisions
- process descriptions
- CWUP material
We build systems, not spectacles.
We design for players and creators, not viewers.
We optimize for clarity, longevity, and real use.