VoxelChain is an experimental tool to create voxel worlds in the browser. The lighting is fully ray traced in real-time and there is powerful cellular-automata based programming system, which allows to create complex digital circuits and model the behaviour of voxels (behaviour such as falling sand or water).
Technology wise, I'm using WebGL2 for the rendering and the simulation is coded in C89 and gets compiled to WebAssembly (with multi-threading) using Clang. The simulation is basically a custom cellular automaton and is fully parallelized. Once WebGPU is released, I'm planning to run the simulation on the GPU, instead of the CPU, which will give a massive speed up.
I've been working on this project full-time for over a year now, and finally came to the point of realising a public version of it to play with. There is already some really cool stuff that the community has built, and it's super fun to see how everything evolves!
Let me know what you think and feel free to ask any questions :>
That said, I wonder if newer tech like nanite has started to displace these techniques. When you get to a point where you can rasterize triangles that are smaller than a single pixel at interactive frame rates, one starts to wonder what unique advantages voxels still bring to the table.