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Overview

An excavation simulator that runs from a URL in WebGL — no Godot, no Unity, no separate client — but aims for better control and realism than a Minecraft-style voxel game. The fun isn't twitch action; it's the grounded process of digging deliberately, conserving material, managing your spoil pile, and shoring up a shaft before it caves in.

The core idea is to split what "voxel" usually means. It keeps the editable density field (so you can dig anywhere, and treat the ground as a real volume of material) and drops the cube look (the field is rendered as a smooth isosurface mesh via Surface Nets). That combination is what makes believable partial scoops and slumping dirt possible — things cube-voxel games can't do.

Features

Stack

TypeScript with Three.js for rendering and Rapier (WASM) for physics. Chunked Surface Nets meshing keeps per-dig cost independent of world size, so the world can be a deep, fully-diggable ~100 m shaft. Custom density-field volume, heightfield spoil, and erosion simulation.