A Minecraft clone built with my personal C++ engine and DirectX 12
Multithread World Generation using multi-octave noise with Job System
Outdoor and Indoor lighting propagation
50,000 Rain Particles with compute shader updates and depth-based culling
Procedural Lightning with fractal 3D mesh generation and bloom post-processing
Beer-Lambert underwater shader and Stylized Sky Shader
Procedural World Generation with Job System
Swept AABB Collision using Raycast
50,000 instances rendered via GPU instancing
Compute shader-based position updates (wrap around within an AABB region near the player)
Depth map occlusion culling (512×512 orthographic projection)
Particles automatically disabled inside caves/buildings
Multi-octave noise layers (Continentalness, Erosion, Peaks & Valleys, Temperature, Humidity)
Splines for Terrain Height
Biomes Lookup Tables
Recursive fractal subdivision (6 generations) for natural branching
Multi-phase animation (leader -> return strokes -> fade)
Bloom post-process in compute shader
Sky Gradient and Horizon Glow
Hexagon SDF Sun and Moon
Beer-Lambert law for wavelength-dependent attenuation
Depth-based color transition (shallow cyan -> deep blue-green)
Indoor Lighting: From Glow Stone
Outdoor Lighting: From Sky, Color is affected by time