3D libGDX voxel engine optimizations, better terrain and rivers
3D libGDX voxel engine infinite terrain, better caves and rivers with perlin noise
[Voxelcraft] First steps with libgdx
How to use LibGDX's TexturePacker tool
LIBGDX procedurally generated voxel terrain with Java and LibGDX infinite in all xyz directions
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Last Updated: October 1, 2026
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This is a test of a-star algorithm, applied to Particle Park is a showcase for community created particle effects for This is a boring video telling a story of how overlap2d creatores made a game using their own tool-set. Badass! Lighting Test Source Code: github.com/sergiss/ Another video from the work of my I started making lakes and I made the loading faster using more than one thread at once, right now I'm using four thread for ... In this video I show an issue with the current way faces are being culled in the Voxel code. It load a million times faster now because I now generate all the terrain caves trees and rivers with noise in one go and I removed ... I started using a noise library to get seamless noise. the terrain is now technically infinite. the caves and rivers are generated ... It takes a little bit of setting up, but once it's done it's done. This is the fastest way I've found to use Techniques used to make it work: Chunks, 3D Perlin noise, interpolated Marching cubes algorithm, Threads.