kaigen-minecraft-opus-5-5
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- License — License: MIT
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WebCraft
This demo was written by AI using the Kaigen Engine, a high performance, cross-platform 3D engine written in C.

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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