Side Project
Voxelcraft
A browser-native voxel sandbox — procedural terrain, block mining, inventory, and first-person controls built with Three.js.
What it is
Voxelcraft is a Minecraft-style sandbox that runs entirely in the browser. You spawn into a procedurally generated world, mine blocks, place them back, and navigate with first-person controls — no install, no backend, no game engine license.
Why I built it
I wanted to understand voxel world generation and real-time 3D interaction at a systems level — chunk loading, block state, raycasting for placement and destruction, and inventory UX that feels native in a browser tab. Vibecoding this end-to-end was faster than reading abstract tutorials.
Key features
- Procedural terrain generation on load
- First-person movement with crosshair targeting
- Block mining with progress feedback
- Hotbar inventory for block selection and placement
- Spawn distance and world boundary controls
- Overlay UI for instructions and game state
Approach
Built as a single-page HTML app with Three.js modules. World data lives in memory as a voxel grid; the renderer converts visible blocks to meshes. Input handling separates menu state from active gameplay so the experience feels like a real game loop, not a tech demo.
What it demonstrates
- Browser-native 3D without Unity or Unreal
- Rapid prototyping with AI-assisted coding
- Game-feel UX (toolbar, mining progress, overlays) in a web context
Takeaways
Voxel engines are really data structure + rendering + input problems. Once those three layers are clear, feature additions (biomes, multiplayer, save states) become architectural decisions instead of guesswork.
// Built with
// Interested in something similar?
I build browser-native prototypes and AI workflows to test ideas fast — then scale what works into production systems.
Book a callBuilding something similar?
Start with a conversation about your workflow, not a tool list.