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bonsai | Wrecker | |
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7 | 1 | |
117 | 50 | |
- | - | |
9.9 | 0.0 | |
12 days ago | about 2 years ago | |
C | C# | |
Do What The F*ck You Want To Public License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
bonsai
- The Editor Update: Bonsai Voxel Engine Devlog [video]
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Building a level in the Bonsai Voxel Engine [video]
The engine's completely bespoke; I wrote everything from the memory allocators and the font rasterizer to the renderer and level editor.
Source code is available online, and there's a discord for those interested.
Github : https://github.com/scallyw4g/bonsai
Discord : https://discord.gg/hv8NWrGU
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Dynamic LoDs in Bonsai
Project Repo : https://github.com/scallyw4g/bonsai
- Voxel Synthesis :: Testing a more complex tileset
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Ask HN: Who is hiring? (June 2023)
| Bonsai | Realtime 3D Voxel Engine | Seeking Volunteers/Contributors | Remote, Global
Last month I posted a 'real' hiring ad (with an actual salary). I got such an overwhelming response from Intern level candidates that I though I'd put the word out; I'm looking for contributors for an OSS project I work on. If this is an inappropriate venue for this ad, I'm happy to take this down.
Bonsai is a long-running passion project of mine that's recently reached a level of stability with which I'm comfortable including an additional contributor or two. The project is largely inspired by Handmade Hero, and the rules are the same. With very few exceptions, every line of code included in the project has been written by me. This includes everything from the standard library to the font rasterizer, the collision detection, and even a C metaprogramming language.
https://github.com/scallyw4g/bonsai
As you can imagine, there's a great number of things that could be worked on, and I'm very open to suggestions. That said, a few tasks relatively high on the to-do list are as follows:
* Make some games!
* Implement transparency in the renderer based on this paper : https://www.jcgt.org/published/0002/02/09/paper.pdf
* Implement an MP3 decoder
* Using the metaprogramming language I wrote, implement a GUI tool to introspect the engine data at runtime.
A few more .. ;)
I'm looking for anyone who is passionate about (or passionately learning about) low-level programming, graphics and/or compilers. If you're just starting out with these topics, I'm happy to be a mentor and help you stumble blindly down the path of becoming an excellent engineer. Working on Bonsai has been an absolutely amazing experience for me; it's literally changed my entire life, and I'd love to share it with other folks. If you're looking for a cool new project to work on, and don't need income from it, let's connect.
Obligatory buzzwords : C, C++, OpenGL, WebGL, WASM, 3D graphics, multi-threading
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Voxel engine for cellular automata.
Anyhow, if it sounds like what you're after you can take a look: https://github.com/scallyw4g/bonsai
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Started hacking on VoxelSynthesis :: based on TextureSynthesis, ModelSynthesis & WFC
Code available : https://github.com/scallyw4g/bonsai/blob/master/src/engine/voxel_synthesis.cpp
Wrecker
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Making a Voxel C# engine.. from scratch
I have had a lot of fun building my Voxel Engine "from scratch" in C#. I think it is a fantastic way to learn about game technology, graphics, and software development in general. It isn't exactly from scratch since I have used libraries for physics, ECS architecture, networking, and a few other things. It isn't a tutorial, it is not even documented, but if you wanted to have a look at my project it is right here https://github.com/generatives/Wrecker. If you have a questions feel free to DM!
What are some alternatives?
electric - Local-first sync layer for web and mobile apps. Build reactive, realtime, local-first apps directly on Postgres.
DefaultEcs - Entity Component System framework aiming for syntax and usage simplicity with maximum performance for game development.
Zulip - Zulip server and web application. Open-source team chat that helps teams stay productive and focused.
MonoGame - One framework for creating powerful cross-platform games.
Rythe-Engine - Rythe is a data-oriented C++17 game engine built to make optimal use of modern hardware.
sucle - Common Lisp Voxel Game Engine