A plugin-based client-server voxel game engine written in the D programming language.
Voxelman is a plugin-based voxel game engine written in the D programming language, designed for creating customizable voxel-based games. It provides a client-server architecture for both single-player and multiplayer experiences, with a launcher to manage worlds and plugin combinations. The engine focuses on modularity, allowing developers to extend functionality through plugins.
Game developers and hobbyists interested in creating voxel-based games with a modular, extensible engine, particularly those familiar with or interested in the D programming language.
Developers choose Voxelman for its plugin-based architecture, which offers high customizability, and its integrated client-server model for multiplayer support. Its use of the D language provides performance benefits and a unique ecosystem for game engine development.
Plugin-based client-server voxel game engine written in D language
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The engine is built around plugins, allowing developers to flexibly add or replace game components, enabling high customizability as emphasized in its design philosophy.
Includes built-in multiplayer support with dedicated server and client executables, facilitating both local and online games without external dependencies, as shown in the launcher instructions.
Uses OpenGL 3.1 with frustum culling and chunk-based loading for efficient rendering of large voxel worlds, with performance details like configurable view distances.
The launcher provides tools for creating, starting, and managing single-player and multiplayer worlds, simplifying game setup and server operations.
Built in the D programming language, which has a smaller community and fewer resources compared to mainstream options, limiting plugin availability and support.
Requires manual installation of compilers and dependencies, with separate steps for Linux and Windows—e.g., downloading static libs on Windows—making initial configuration cumbersome.
As per the memory table, rendering large worlds (e.g., 30 chunks) can consume up to 1.8GB RAM and 700MB VRAM, potentially limiting scalability on lower-end hardware.