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Side Project

Voxelcraft

A browser-native voxel sandbox — procedural terrain, block mining, inventory, and first-person controls built with Three.js.

3D GameSide project

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

Three.jsJavaScriptWebGLProcedural Generation

// Interested in something similar?

I build browser-native prototypes and AI workflows to test ideas fast — then scale what works into production systems.

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