Certainly! We can set up a basic foundation for a 3D voxel world using Three.js. This will demonstrate rendering cubes in a 3D space and basic camera movement, giving you a starting point for a sandbox game.
This sets up a basic scene with a flat plane of green voxels and implements simple first-person camera controls using WASD for movement, Space/Shift for vertical movement, and the left mouse button to look around.
Okay, let's evolve the basic setup into something closer to a Minecraft-like experience by adding block interaction (placing and breaking) and a more structured world representation. We'll use a 3D array to store the world data and implement raycasting for interaction.
Now you have a basic voxel world where you can move around using WASD, Space, and Shift (after clicking to lock the pointer). You can break blocks with the right mouse button and place the currently selected block (Grass, Dirt, or Stone, selected with keys 1, 2, or 3) with the left mouse button. The world is a fixed-size grid for simplicity.
Okay, let's refine the camera and movement controls using a player object and ensure horizontal movement is parallel to the ground. We'll also add a simple crosshair and keep the block interaction logic.
With these changes, the camera movement should feel more natural for a first-person perspective, and horizontal movement will stay parallel to the ground. You can now break blocks with right-click and place the selected block with left-click. The crosshair helps with aiming.
This is still a basic foundation. To make it more like Minecraft, you would need to add:
Okay, let's refine the movement to behave more like a typical first-person game, using the camera's horizontal direction for movement and adding basic gravity and ground collision to prevent flying.
Key changes in this version:
updatePlayerPosition function now gets the camera's world direction, projects it onto the XZ plane, and uses that vector for forward/backward movement. This ensures 'w' always moves you in the direction you are looking horizontally. Strafing ('a' and 'd') is also correctly implemented relative to this direction.velocityY and gravity variables are introduced.velocityY each frame, and velocityY is used to update the player's Y position.velocityY is reset to 0, simulating landing.isOnGround flag is used to allow jumping only when on the ground.jumpForce to velocityY if isOnGround is true.playerHeight and playerFeetToCenter constants for more accurate collision checks relative to the player's body.playerHeight.far property to 8 units, similar to Minecraft's block interaction distance.You should now experience more natural first-person movement with gravity and the ability to jump. This is still a simplified physics model (no friction, no collision with walls/ceilings), but it's a significant step towards a Minecraft-like feel.*
Okay, let's refine the player movement to use the camera's horizontal direction correctly for strafing, improve the ground collision detection to prevent falling through the world, and debug the block breaking functionality. We will defer the face culling optimization for now, as it requires a more significant change to the rendering pipeline and the core mechanics need to be solid first.
Here's a breakdown of the changes:
forwardXZ and rightXZ based on the camera's horizontal direction remains the same, as this is the standard way to achieve strafing relative to the view direction. The movement vector is now built by adding the relevant normalized direction vectors (forwardXZ, -forwardXZ, rightXZ, -rightXZ) based on key presses, then normalizing the combined vector and scaling by moveSpeed. This handles diagonal movement correctly.playerWidth, playerHalfHeight, playerHalfWidth constants for a more defined player bounding box.checkCollision(pos) helper function now converts a world position to voxel indices and checks if that voxel is solid.updatePlayerPosition, gravity is applied first.velocityY < 0), the player's Y position is snapped to the top of the block they hit, and velocityY is set to 0. isOnGround is set to true.velocityY > 0), the player's Y position is snapped to the bottom of the block they hit, and velocityY is set to 0.console.log statements in the mousedown handler to help debug which part of the logic is being reached.ix, iy, iz coordinates used in setVoxel for breaking are correctly retrieved from the userData of the intersected mesh.setVoxel function now correctly uses ix, iy, iz as array indices (0 to worldSize-1). The getVoxelIndex helper is now primarily for converting world coordinates to array indices, while getVoxel and setVoxel work directly with array indices. This clarifies the coordinate systems.THREE.Box3 to create simple bounding boxes for the block being placed and the player, checking for intersection. This is more robust than just checking the player's center voxel.You should now have correct strafing movement, gravity that prevents falling through the ground, and working block breaking and placing. Remember to click the screen to lock the pointer and enable controls.*
Okay, let's address the movement issue, implement face culling for performance, add trees, and include a sun visual.
Regarding the A/D movement: The previous code was designed for standard FPS controls where 'a' strafes left and 'd' strafes right relative to the camera's horizontal view. I will keep this standard behavior. If it feels reversed, please double-check your key bindings or coordinate system expectations.
The main performance improvement will come from face culling, where we only render the faces of blocks that are visible (i.e., adjacent to an air block). This significantly reduces the number of polygons the renderer has to draw.
Here's a summary of the changes:
playerWidth and used it for a more realistic player bounding box size.worldToVoxel and isSolid helper functions for clarity.updateVoxelMesh function that created individual meshes per voxel.generateWorldMesh which iterates through the world data.tempGeometries).THREE.BufferGeometry and one THREE.Mesh for each block type that has visible faces. This drastically reduces the number of objects in the scene compared to one mesh per voxel.setVoxel is called (a block is placed or broken), the entire generateWorldMesh function is called again to rebuild the mesh. This is simple but inefficient for large worlds; a real game would update only the affected chunk(s).scene.children.filter(obj => obj.userData.isVoxel)).intersect.point and intersect.face.normal. By nudging the hit point slightly inwards along the normal, we get a point guaranteed to be inside the hit voxel. worldToVoxel then converts this point to the voxel's indices (ix, iy, iz).blockTypes.Wood and blockTypes.Leaves with corresponding materials.generateWorldData now includes logic to randomly place simple trees on grass blocks.THREE.DirectionalLight and adjusted its position.THREE.SphereGeometry and THREE.MeshBasicMaterial to create a visual representation of the sun, positioned far away in the direction of the light.You should notice a significant performance improvement due to face culling. Block breaking and placing now trigger a full world mesh rebuild, which can still cause a brief stutter, but the rendering itself is much faster. The movement and collision should also be more robust.*