// the find
max-mapper/voxel-engine
3D HTML5 voxel game engine
A Minecraft-style voxel engine for the browser built on three.js, from the early 2010s voxeljs movement. It handles chunk generation, collision detection, raycasting, and texture atlasing so you can build block-world games without reimplementing the basics. Aimed at JavaScript developers who want a starting point, not a production-ready framework.
The event system is well-designed — tick, setBlock, missingChunk, and chunk region change events give you clean hooks without fighting the engine. Game-clock-aware setInterval/setTimeout is a thoughtful touch that prevents physics bugs when frame rate drops. The generate function API is dead simple; a single function from (x,y,z) to block type is all you need to define a world. The plugin ecosystem around voxeljs was genuinely active at its peak, so there are npm modules for many common features.
Last commit was December 2017 — this repo has been dead for nearly a decade, and three.js has had multiple breaking API changes since then. The item physics system is explicitly described in the README as 'not very sophisticated', which is a polite way of saying it will fall apart for anything beyond a prototype. No TypeScript definitions, no bundler config, assumes a Browserify workflow that most projects abandoned years ago. World size is practically limited by the chunk system with no streaming or LOD, so you hit memory walls fast on larger worlds.