Minecraft Clone (C++ / OpenGL)
This project is a fully custom voxel based sandbox engine built from scratch in C++ using OpenGL. The goal was to deeply understand procedural generation, and engine level architecture by recreating core Minecraft style mechanics without relying on any existing game engine.
I implemented chunk based world generation using Perlin noise to create procedurally generated terrain. The engine dynamically loads and unloads chunks around the player to optimize memory and performance. A custom mesh generation system was built to reduce unnecessary faces, significantly improving rendering efficiency.
I implemented chunk based world generation using Perlin noise to create procedurally generated terrain. The engine dynamically loads and unloads chunks around the player to optimize memory and performance. A custom mesh generation system was built to reduce unnecessary faces, significantly improving rendering efficiency.
The rendering pipeline was written directly with OpenGL, including shader programming, lighting calculations, and basic ambient occlusion. I also implemented frustum culling to avoid rendering chunks outside the camera’s view, improving frame rate stability. Additional systems include block interaction, player physics, collision detection, and world modification. This project strengthened my understanding of graphics programming, memory management, spatial partitioning, and performance optimization at a low level, giving me deeper insight into how modern sandbox engines are structured internally.



