A voxel-based rendering engine built with C++ and Vulkan.
Infinite world are working, gone is the blasted array-based storage of the world and a Sparse Octree has been introduced :) Beggining LOD development now.
LOD Development is not going to plan.
- Procedurally generated voxel terrain
- Advanced lighting with ambient occlusion
- Bloom and post-processing effects
- Real-time shadows
- Translucent materials
- Optimized chunk-based rendering
The following dependencies are required to build the engine:
- Visual Studio 2022 or newer
- Vulkan SDK 1.4.0 or newer - Download from LunarG
- GLM (included in the
externaldirectory) - STB_IMAGE (included in the
externaldirectory) - FastNoiseSIMD (included in the
externaldirectory)
- Install Visual Studio 2022 with C++ development workload
- Install the Vulkan SDK
- Ensure that the
VULKAN_SDKenvironment variable is set correctly (typically done by the installer)
- Open the solution file
voxceleron2.slnin Visual Studio - Select the desired configuration (Debug or Release) and platform (x64 recommended)
- Build the solution (F7 or Build → Build Solution)
- The executable will be created in
build\x64\[Configuration]\voxceleron2.exe
You can also build the project from the command line:
-
Launch the Visual Studio Developer PowerShell:
& 'C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\Tools\Launch-VsDevShell.ps1'
-
Navigate to the project directory and build using MSBuild:
cd C:\path\to\voxceleron2-engine MSBuild.exe voxceleron2.sln /p:Configuration=Release /p:Platform=x64
Run the generated executable from Visual Studio or directly from the build directory. Resources will be automatically copied to the output directory.
- W, A, S, D: Move forward, left, backward, right
- Mouse: Look around
- Shift: Run faster
- L: Unlock Mouse
If you encounter build errors:
- Make sure the Vulkan SDK is properly installed and the
VULKAN_SDKenvironment variable is set - Check Visual Studio has the C++ desktop development workload installed
- Verify that all required libraries are in their expected locations


