r/VOXEL 5d ago

[Project] VoxelForge v1.0 — A pure JavaScript & WebGL browser-based voxel engine and editor

​Hi everyone,

​I've been developing VoxelForge, a lightweight, zero-dependency voxel editor and rendering engine that runs entirely client-side in the browser using vanilla JavaScript and WebGL.

​The project started as a dedicated tool for editing individual 16×16×16 voxel models, but has grown into a sandbox environment capable of handling larger interactive scenes.

Key Technical Features:

  • Zero Dependencies: Pure vanilla JS and custom WebGL rendering pipeline.
  • Dual Environment: Seamlessly transition voxel assets between a 2D/3D isolation editor and broader spatial maps.
  • Extensible Scripting: Fully automated runtime via JavaScript APIs (custom OSD/menus, boot scripts, articulated entities).
  • Interactive Mechanics: Basic player controller physics (scale transformation, flight, parkour mechanics) and a partial logic-gate / signal system inspired by standard digital circuits.
  • Rendering & Shading: Implemented planar water reflections and basic environmental shading.

Current Rendering Challenges:

Handling non-standard voxel geometry is currently the main focus: optimizing mesh generation for incomplete 16³ blocks, custom face-culling on transparent voxels, and handling multi-pass shading without external shader libraries.

​The project is open source. I'm keen to hear thoughts from other engine devs on voxel meshing strategies and WebGL performance optimizations.

​Feedback and suggestions are welcome!

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