Procedural worlds, custom physics, and spatial engines.
Authored and directed by Abdul Mueed Lashary. Featuring infinite voxel terrain algorithms, greedy chunk meshing, four-wheel vehicle raycast physics, and mobile-optimized shader pipelines.
Infinite 3D terrain with greedy meshing.
Oddhaven is a dual-target survival engine (WebGL Three.js and Godot 4.x). It solves the primary bottleneck of voxel rendering—excessive polygon counts—by merging coplanar block faces into unified quad meshes.
- Greedy Chunk Mesher: Reduces chunk draw calls and poly counts by up to 85% compared to naive block renderers.
- Multi-Octave 3D Simplex Noise: Procedurally carves realistic caverns, overhangs, mountain ranges, and water bodies.
- Mobile Touch & Haptic Engine: Smooth dual-stick touch controls with capacitor APK build pipelines for Android.
Caverns, Biomes & Atmospheric Cycles.
Underground Cavern Generation
Volumetric 3D density noise matrices carve natural subterranean tunnel networks with embedded ore distribution and ambient occlusion shading.
Day/Night Lighting Shaders
Dynamic celestial coordinates calculate directional sunlight and moonlight angles, adjusting point light torch falloff and fog scattering.
Urban simulation with raycast suspension.
Metropolis 100X is an open-world urban prototype authored in Godot 4.x. It combines realistic vehicle physics raycasts with procedural ocean vertex shaders and modular asset streaming.
- Four-Wheel Raycast Suspension: Real-time ground intersection checks with dynamic spring stiffness and damping curves.
- Gerstner Wave Ocean Shader: Mathematical wave summing with foam vertex displacement and depth translucency.
- Spring-Arm Camera Collision: Smooth third-person orbital camera with automatic physical occlusion clipping.
Collaborate on 3D Engine Architecture
Inquire about custom procedural generation systems, game engine physics, or interactive 3D simulations.