Voxel World
This is a little project inspired by Minecraft. It's an excersise made to learn about terrain generation algorithms and procedural mesh optimization. It's features are:
Random terrain generation
Cave systems generation
Ore generation based on height and probability
Removing and placing Blocks
Diferent types of blocks depending on the height of the position of each block
Being able to walk through plants and remove them
Block updates for changes like removing a plant if there's no block below it
Mesh optimization using a chunk system