Design Demolish is a work-in-progress voxel game engine that I'm working on for Unity. The goal is to create a highly scalable and moddable game.
Generate realistic terrain using the FastNoise Library. Supports tree, ore and foliage generation as well.
An RGB light propagation system based off of Seed of Andromeda's great articles. Supports Sunlight & Colored Blocklight. Integrated smooth lighting is also included.
A* pathfinding lets your AI walk around and avoid obstacles. Request paths via the Pathfinding Manager.
Define your own blocks and items from within a JSON file and the game will load them automatically.
Shortcuts include: Stack-Split, Combining Item Stacks and Shift-Holding.
Automatically packs textures into an atlas and applies the atlas to the world without having to manually make one.
Chunk Generation, Chunk Mesh Generation and the Lighting Engine are all run on a separate thread so the main render thread does not stutter.
Allows you to save and load your progress. Chunks which are in the same region are stored in the same region file. (i.e. r.0.0.sav for chunks [0, 0] to [31, 31])
Coming soon.™
Sebastian Lague's Great Tutorial Series on A*
Sam Hogan - Minecraft in 24 Hours
Seed of Andromeda Fast Flood-Fill Lighting - Part 1
Seed of Andromeda Fast Flood-Fill Lighting - Part 2
Procedural Mesh Tutorial Series
Using block, item and inventory textures from:
Good Vibes by Acaitart Licensed under CC BY 4.0






