# A Voxel game using Processing

**URL:** <https://discourse.processing.org/t/a-voxel-game-using-processing/32286>\
**Category:** Gallery\
**Created:** [September 16, 2021, 12:54pm UTC](https://discourse.processing.org/t/a-voxel-game-using-processing/32286 "2021-09-16T12:54:02Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![SNICKRS](https://avatars.discourse-cdn.com/v4/letter/s/43a26b/32.png) [@SNICKRS](https://discourse.processing.org/u/SNICKRS)\
**Post date:** [September 16, 2021, 12:54pm UTC](https://discourse.processing.org/t/a-voxel-game-using-processing/32286/1 "2021-09-16T12:54:02Z")

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I’ve been working on a voxel game recently, because I wanted to learn about P3D and 3d game development. Coding this game was really fun, and I learned a lot about 3d game development in the process.  
Features:

- Infinite, non-repeating perlin noise terrain generation.

- Low memory usage

- High performance (60 FPS or higher)

- can generate up to 18,446,744,073,709,551,616 different worlds

- Block breaking and placing

- Simple biome implementation

- GUI and directional lighting

- Trees, water, flowers, and tall grass!

NOTE: there is a bug where the terrain may have some gaps.  
Snapshots:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/processingfoundation1/original/2X/5/5027d46a895a67791b71f75a74497fd613f030c1.jpeg)  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/processingfoundation1/original/2X/b/baf61f6c12a10aa367c1ee0ddc5e0bf6c4166772.jpeg)  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/processingfoundation1/original/2X/f/f24ea3f443acb91f82979da4548a50497323b406.jpeg)

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<div class="post-metadata">

**Author:** ![leo.nerd](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/leo.nerd/32/6101_2.png) [@leo.nerd](https://discourse.processing.org/u/leo.nerd)\
**Post date:** [September 19, 2021, 2:02pm UTC](https://discourse.processing.org/t/a-voxel-game-using-processing/32286/2 "2021-09-19T14:02:47Z")

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Cooool, it’s giving Myst island.
