kaigen-minecraft-opus-5-5

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README.md

WebCraft

This demo was written by AI using the Kaigen Engine, a high performance, cross-platform 3D engine written in C.

Register for the closed beta.

WebCraft

A Minecraft-style voxel sandbox: an endless seeded world streamed around the player, block building, a day/night
cycle with a physically based sky, volumetric clouds, weather and water. It runs natively on Windows (Direct3D 12)
and in the browser (WebAssembly + WebGPU) from the same C source.

The prompt

The first version was created from this prompt:

/goal Create a playable version of Minecraft that runs in my browser and on Windows. Use gpu.h directly. Add advanced shaders that make it look as real and beautiful as possible.

Running it

The project needs the Kaigen Engine, which is in closed beta. hz is a link to your engine checkout at the project
root (it is not part of this repository).

hz\hzbuild run                   # native debug build, then run
hz\hzbuild --release run         # native optimized build
hz\hzbuild wasm --release run    # WebAssembly build, served at http://localhost:3000

The first build compiles the shaders for every backend.

Controls

Key Action
W A S D Move (double-tap W or Ctrl to sprint)
Space Jump (double-tap or F to fly)
Shift Sneak / fly down
Left / right click Break / place block
Middle click Pick block
1–9 / wheel Select hotbar slot
E Block inventory
T (hold) Fast-forward time, Shift+T to rewind
F1 / F2 / F3 Hide HUD / screenshot / debug info
Esc Menu and settings

Project files

src/webcraft/     the game (C)
shaders/          the game's shaders (one source, compiled for every backend)
hzproject.hzt     project config
preview.png       project thumbnail
File What it does
wc_game.c app entry points, game loop, modes, input, scripted commands
wc_world.c chunk storage, streaming, job scheduling across threads
wc_gen.c terrain generation: noise, biomes, caves, trees, water
wc_light.c sky and block light propagation
wc_mesh.c, wc_mesh_store.c chunk meshing and GPU mesh pools
wc_render.c the renderer: all passes, targets and pipelines
wc_player.c first-person physics and flight
wc_entities.c particles, fireflies, the held block
wc_textures.c, wc_icons.c procedural block textures and inventory icons
wc_audio.c procedural sound effects and rain
wc_ui.c menus, settings, HUD, inventory, stats panel
wc_settings.c settings presets and their renderer mapping
wc_storage.c the player's block edits, kept per chunk

Architecture

  • Threads. The engine runs the app on every core in lock step. World generation, lighting and meshing are jobs
    that all threads take from a shared list in time-budgeted rounds, so streaming shares every core with the frame.
  • Rendering. A deferred renderer written directly against the engine's GPU layer: GPU culling of chunk quads,
    a g-buffer, cascaded shadow maps (distant cascades cached between frames), SSAO, deferred lighting, refractive
    water with screen-space reflections, volumetric clouds and light shafts, a precomputed-LUT atmosphere,
    temporal anti-aliasing with upscaling, bloom and auto exposure.
  • Content. Textures, icons and sounds are generated procedurally at startup; there are no art assets.

License

This project's code and content are MIT licensed (see LICENSE). The Kaigen engine it builds on is licensed under the
Kaigen Software Licence Agreement. NOTICE.md lists what the MIT License does not cover.

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