An experimental voxel game engine.
Some projects using noa
:
- Minecraft Classic - by some company in Sweden or something
- CityCraft.io - multiplayer voxel cities, by Neel Rao
- noa-examples - starter repo with minimal hello-world and testbed games
- noa-lt - game world containing "slides" for a talk I gave a long time ago
- very old test world - outdated, but colorful
The easiest way to start building a game with noa
is to clone the examples repo and start hacking on the code there. The comments in the hello-world
example source walk through how to instantiate the engine, define world geometry, and so forth.
To hack on the noa
engine itself, you'll want to clone this repo alongside your game content, and make the latter depend on the former with a local file dependency (i.e. file:../noa
in package.json
). Note however that webpack is picky about this - see the examples readme for details.
See the API reference for an overview of engine classes and methods. Docs are evolving though, some details are only documented in source comments. Documentation PRs are welcome!
This library is under active development and contributions are welcome!
Please submit any PRs against the develop
branch, and for nontrivial new
features it's probably best to open a discussion issue first.
For code style/formatting, the repo includes config files for eslint and js-beautify, which are both dev dependencies. If you use VSCode for editing, here are the extensions I use to run them automatically: beautify, eslint.
See history.md for changes and migration info from each version.
Recent changes:
v0.29
:- adds option
noa.world.worldGenWhilePaused
- performance and bug fixes
- adds option
v0.28
:- improves swapping between world data sets (see
noa.worldName
). - Removes duplicated voxel padding in each chunk (this means world generation no longer needs to be deterministic!)
- improves swapping between world data sets (see
v0.27
: adds world origin rebasing. If you encounter new bugs related to entity positions, see positions.mdv0.26
: game clients should declare a dependency on@babylon/core
, rather than manually loading babylon.js and leaving it in global scope. This allows tree-shaking to happen, greatly reducing (production) bundle sizes for typical games. For sample code and configs see noa-examples.
Made with 🍺 by Andy Hall, license is MIT.
Uses Babylon.js for 3D rendering.