
A voxel engine built from scratch. Real-time global illumination, ray-traced shadows, procedural worlds.
Rust + wgpu — ~32k lines of code
Rendering, world generation, audio, and character systems.
Real-time GI in a 256³ voxel volume using DDA ray marching. Hard and soft shadows via voxel tracing — no shadow maps. Per-vertex AO baked with DDA hemisphere tracing using Amanatides & Woo traversal.
Reduces triangle count 10-20x versus naive cubes. Multi-draw indirect rendering batches ~2,200 chunks into a single draw call. 4 LOD levels by distance with compute shader frustum culling on GPU.
God rays via a 3-pass pipeline: half-res DDA ray march, bilateral blur, and composite. Temporal dithering with Henyey-Greenstein phase function, adjustable 24-72 sample steps.
Heightfield rendering with pipe-model flow simulation. Ray-marched fullscreen water pass with wave animation, Fresnel reflections, refraction, and underwater fog.
8 biomes (grasslands, desert, jungle, tundra, mountains, ocean, swamp, cavernous highlands) with 3D Perlin caves, ore veins, procedural trees, vegetation, and ruins. Region file persistence with zstd compression at 3:1 ratio.
3D positional audio with material-based sound categories. DDA raycast occlusion crossfades ambience between environments. Convolution reverb in caves, footstep material detection, and music system with crossfade transitions.
3rd-person camera with skeletal animation and FBX model loading via ufbx. Character customization for outfits, hair, and heads. Body part editor with bone-driven skinned meshes lit by the voxel GI system.
Hybrid morphological-temporal AA with depth edge detection, pattern matching, temporal accumulation, and sharpening. Depth of field with near/far blur layers. Bloom, SSAO, and greedy-meshed voxel clouds with terrain shadows.
Some of the implementation details.
Mosaic is a voxel engine written from scratch in Rust and wgpu. Its rendering pipeline, world generation, meshing, lighting, audio, and ECS span approximately 32,000 lines of code.
The primary technical focus is real-time voxel global illumination: light is propagated through a 256³ voxel volume each frame using DDA ray marching, enabling hard and soft shadows without shadow maps. The engine is for graphics and game-engine developers exploring low-level rendering techniques.
The source is available on GitHub for inspection and building. It runs on Windows, macOS, and Linux via wgpu’s Vulkan, DirectX 12, and Metal backends.