// the find
jdah/minecraft-again
yeah I made it again
A Minecraft clone in C/C++ built on top of a deferred renderer using bgfx. It's a personal project the author made twice, apparently for fun and to explore deferred rendering with voxel geometry. Reference code for graphics programmers curious how deferred shading maps onto a chunk-based world.
The deferred rendering pipeline is the main draw — separate passes for chunk geometry, lighting (including SSAO), water, and a composite step is a clean way to structure it. bgfx as the graphics abstraction layer means the shader code (written in bgfx's shading language) could theoretically target multiple backends. The util layer has some thoughtful pieces: an arena allocator, a result type, and direction/ray helpers that suggest the author knows what they're doing at the systems level. Tile types are each their own file, making it easy to trace how a specific block's rendering or behavior is wired up.
Mac-only and the author explicitly said they won't fix that — porting requires touching the GLFW platform layer yourself, which isn't documented at all. Last touched in January 2022, no movement since. The README is four sentences; there's no explanation of the rendering architecture, no architecture diagram, nothing to help you understand what's actually happening before you read the code. No CMake or cross-platform build system — just a Makefile that presumably works on the author's machine.