Minerust
- 7 Devlogs
- 28 Total hours
I am creating voxel game smiliar to minecraft but more optimized. I have started project December 13th 2025. FPS you will see on screenshots are captured on rtx 3050 4GB. I ages are captured with render distance 32.
I am creating voxel game smiliar to minecraft but more optimized. I have started project December 13th 2025. FPS you will see on screenshots are captured on rtx 3050 4GB. I ages are captured with render distance 32.
I finished creating inventiry system. I also fixed bug- Some subchunks was missing if HiZ culling culled them before they were generated. After this short 3 days break into this project I’m shipping it and going back to my main one.
Today I was mainly working on game optimatization and code quality. I also started implementing Inventory system. Currently broken blocks drops into ground and rotate, like in minecraft
Today I was working on new terrain system and optimatization. On te image is world with render distance 128 - unfortunettly its not fully loaded beacuse it takes ages to load 66k chunks. Game preallocates required memory. This world requires ONLY 1.5GB VRAM and 1.2GB RAM. Vanilla minecraft runs 120FPS with render distance 16 on my laptop while my game runs 30FPS with render distance 128 which is 65992 chunks more. minecraft basiccly render 1.6% of what my engine can do.
Keep in mind that i have rtx 3050 4GB laptop
I came back to the project because I don’t like doing only one project at a time. My goal is to make simple Minecraft clone but much more optimized. On the image you can see 64x64 chunks world - that means 128 chunks long and wide. It only uses 1.6GB of RAM, 4% CPU, 2GB of VRAM. It handle stable 120FPS on my rtx 3050 4GB latpop. Orginal minecraft have 120FPS with render distance 16.
Fixed Ambient oclussion. Added rerndering mode switch in menu.
Shadow removal(again - same bug). I implemented cheap vertex ambient oclussion. It still a little buggy but i’ll fix it. I refactroed code a little to get ready for wasm modding. For now i will leave visuals and focus on game content, portability. How I said little buggy in the corners
I removed shadows implementation because moving light center caused shadow crawling which is hard to get rid of with small cost. It was possible to remove but it was droppingg about 120FPS(fom 340 to ~200). I have reduced VRAM usage by reducing water buffer size. With render distance 32 game use 1.6GB of VRAM and 700MB of RAM. Rendering is GPU optimized(80%+ usage, <20% CPU usage. Video might not looks like 300FPS because of video compression.