30 open-source projects similar to fogleman/craft, ranked by how many features they have in common. Compare stars, activity and what each one does to find the best Craft alternative.
Veloren is an open-source multiplayer RPG featuring a voxel-based action adventure in a procedurally generated fantasy world. It is built upon a voxel game engine that supports 3D rendering via Vulkan and Metal, utilizing a procedural world generator to create geography and ecosystems based on erosion algorithms and temperature maps. The project is distinguished by a sandboxed plugin system using WebAssembly, which allows for the addition of new game logic and equipment without recompiling the core engine. It also features a dedicated game server architecture designed to synchronize state, ma
This project is an open-source 3D game engine designed for building high-fidelity games, simulations, and cinematic environments. It functions as a robotics simulation platform with native integration for ROS 2 to model robot controllers and sensors. The engine features a multi-threaded Forward+ physically based renderer that supports hardware-accelerated ray tracing and global illumination. The system is built on a modular extension architecture using Gems to add or replace features without modifying core binaries. It includes a native SDK for AWS cloud integration, enabling IAM authenticati
Cubyz is a voxel game engine designed for building procedurally generated 3D sandbox worlds. It provides a framework for creating infinite landscapes with real-time terrain modification and exploration, supported by a dedicated voxel rendering engine. The project features a procedural terrain generator that utilizes a chunk-based system to allow for massive vertical construction without height or depth limitations. It optimizes performance through a distance-based rendering system that simplifies the geometric complexity of distant landscape elements to maintain wide view distances. The engi
This project is a wave function collapse generator and voxel environment engine used for procedural world generation. It implements a constraint-based layout algorithm to resolve superpositions of modules into consistent 3D voxel grids. The system functions as a procedural city generator capable of creating infinite, walkable urban environments. It utilizes a dynamic dictionary to stream map data as a user approaches new areas, ensuring a continuous world without loading the entire layout at once. The engine manages layout consistency through adjacency rule definitions, boundary constraint e
minecraft-weekend is a voxel engine designed for rendering infinite three-dimensional environments. It utilizes procedural generation and mathematical noise functions to automate the creation of diverse landscapes, biomes, and height variations. The engine implements a voxel rendering system using buffer-based meshes and chunk-based world partitioning to manage GPU performance and memory usage. It includes a dynamic lighting system that calculates light values, transparency, and distance-based fog to simulate atmospheric depth. The project covers 3D game physics simulation through axis-align
Terasology is a Java-based voxel game engine designed for creating and simulating complex three-dimensional voxel environments. It functions as a modular sandbox platform that allows for the integration of custom gameplay mechanics and core extensions. The project features a procedural world generator that uses deterministic algorithms to construct terrain and environmental features. It employs an entity component system framework to decouple game logic from data and a deferred shading renderer to handle lighting and atmospheric effects within block-based worlds. The engine provides capabili
This project is a Python voxel game engine and real-time renderer designed for interacting with block-based 3D environments. It functions as a procedural terrain simulator and a first-person navigator, allowing users to explore and visualize worlds composed of individual cubes. The system enables direct procedural terrain manipulation, providing a mechanism to add or remove blocks in real time to create custom structures. It utilizes a first-person camera system to translate keyboard and mouse inputs into movement and perspective changes within the virtual space. The engine handles 3D space
This project is a browser-based framework designed for building three-dimensional, block-based games and interactive simulations. It functions as a JavaScript library that provides the core infrastructure for rendering voxel environments, managing dynamic terrain data, and executing real-time physics within a web-based context. The engine distinguishes itself through a high-performance WebGL rendering pipeline that utilizes texture-atlas material mapping to consolidate visual assets and reduce draw calls. It manages large-scale environments by dividing the world into discrete, chunk-based spa
Minetest is an open-source voxel game engine and platform used to create and share moddable 3D block-based games. It provides a framework for building interactive grid environments and generating custom voxel worlds. The project features a Lua-based modding framework that allows for the extension of game behavior and the addition of custom content without altering the core engine. This data-driven system supports a dedicated workflow for modifying game environments and logic. The engine supports multiplayer game hosting through a dedicated server architecture, enabling multiple players to co
This project is a procedural content generation toolkit designed for the Godot engine. It provides a collection of algorithmic techniques and modular tools for dynamically spawning game assets, map layouts, and emergent systems in both 2D and 3D environments. The framework distinguishes itself by offering specialized systems for both large-scale world construction and granular asset assembly. It supports the creation of expansive terrains and infinite worlds through noise-based distribution and shader-rendered biomes, while simultaneously providing modular systems to generate unique combat eq
Minetest Game is an open-source voxel sandbox engine that provides a foundational environment for building, exploring, and modifying procedurally generated worlds. It functions as a creative platform where users can construct complex structures and interact with a three-dimensional, block-based landscape without predefined goals or hostile entities. The project distinguishes itself through a modular architecture that separates game mechanics from the core engine. By utilizing a sandboxed scripting environment and event-driven hooks, it allows for the dynamic modification of game behavior, ena
This project is a browser-based, real-time multiplayer action game where players control a character on a 2D canvas to absorb objects and grow in size. It utilizes a Node.js game server and WebSockets to synchronize game state, player movement, and chat across all connected participants. The application is delivered as a dockerized game application, ensuring consistent hosting and deployment across different cloud environments through containerized server environments. The system implements an authoritative server model that processes all game logic and physics to prevent cheating and mainta
This project is a web-based procedural fantasy map generator and interactive map editor. It serves as a worldbuilding cartography tool for creating detailed geographical landmasses, including heightmaps, biomes, and river systems. The tool includes a procedural name generator that produces fantasy names using configurable training sets and syllable rules. It further allows for the design of political borders, cultural identities, and the simulation of religious expansion across a fictional world. The capability surface covers digital cartography and fictional geography design, including the
Shan-shui-inf is an algorithmic art engine designed to generate infinite, procedurally created mountain and tree scenery. It functions as a generative Chinese painting engine that mimics the style and composition of traditional ink landscapes using mathematical noise and geometric functions. The system produces a seamless and endless stream of scalable vector graphics, enabling infinite vector scrolling. It maps noise values to spatial coordinates to arrange landscape elements and calculates vector coordinates to simulate organic hand-painted strokes. All artwork is rendered as scalable vect
tModLoader is a modding framework and toolset designed for expanding game content and extending core game logic. It provides a polymorphic content API that allows for the creation of new items, NPCs, projectiles, and world assets through object-oriented inheritance. The project is distinguished by its advanced code modification capabilities, utilizing intermediate language bytecode patching and reflection-based private access to alter internal game behavior. It features a hot-reloading assembly runtime that enables developers to recompile and apply source code changes in real-time without res
BrowserQuest is a WebSocket multiplayer game engine and real-time state synchronization tool. It functions as a web-based game server designed to manage concurrent connections and broadcast updates to maintain a consistent shared world state between a central server and distributed web clients. The project enables real-time multiplayer gaming and browser-based game development by implementing low-latency data exchange. It focuses on game state synchronization to ensure that multiple players interacting within the same environment see the same actions and world states simultaneously. The syst
This is the original C source code for the Quake game engine, a landmark first-person shooter engine from the 1990s. It is a retro game engine that renders 3D environments and processes player input in real time using CPU-based software rendering rather than GPU acceleration. The engine supports networked multiplayer gameplay over LAN or internet connections and is designed to be moddable, allowing users to create and run custom game modifications and levels. The engine's architecture includes a Binary Space Partition tree for efficient world geometry organization and visibility determination
Bareiron is a minimalist environment for hosting multiplayer game servers on low-power, memory-constrained devices. It functions as a Minecraft server optimizer designed to provide basic connectivity for remote players while operating on embedded hardware with limited system resources. The software includes a hardware performance tuner that allows for the disabling of intensive game mechanics and resource-heavy features to prevent system crashes. It also incorporates a network traffic controller to adjust broadcast frequencies and tick rates, reducing bandwidth consumption and lag. The syste
Lila is an open-source chess server and multiplayer platform designed for playing, analyzing, and streaming games. It functions as a comprehensive environment for hosting competitive play and managing player profiles. The platform integrates a distributed chess engine interface to evaluate complex positions and a collaborative analysis board that allows multiple users to study and coordinate insights in real time. It also includes an online tournament platform for organizing competitive events, simultaneous exhibitions, and structured player leagues. The system maintains a searchable game da
KBEngine is a distributed game server engine and backend infrastructure designed for massively multiplayer online environments. It provides a multi-process architecture to handle high player concurrency and real-time interactions within a shared virtual world. The system features a scriptable game logic framework that combines a high-performance core with a high-level scripting language. This allows for game behavior modifications through a hot-fixable runtime that updates logic without requiring server restarts. The engine manages server scaling via dynamic load balancing across multiple ha
This C++ extension for the Godot Engine is a voxel engine module used to generate and render volumetric 3D terrains. It provides a volumetric terrain generator capable of creating landscapes with caves and overhangs through real-time data modification, alongside a mesh renderer that converts voxel data into optimized chunks using smooth or blocky surface styles. The system utilizes an infinite world streaming framework that manages memory by paging voxel chunks in and out based on player position. It integrates volumetric boundaries into the physics engine to enable collision detection and ph
OpenTTD is an open-source game engine and transport simulation game. It provides an isometric sandbox environment for building and managing complex logistics and transport networks. The project functions as a multiplayer simulation sandbox where users can build infrastructure cooperatively or competitively in a shared virtual world. The platform is designed as a moddable simulation system that supports external assets, graphics, and gameplay modifications. It includes mechanisms for downloading and integrating add-on content and utilizes a plugin-based system to extend game mechanics beyond t
Source Engine is a cross-platform game engine designed for the development and execution of interactive three-dimensional applications. It provides a framework for rendering complex environments and managing multiplayer networking, functioning as a middleware solution for hosting independent game servers. The engine distinguishes itself through a client-server authoritative networking model that enables direct player connectivity without reliance on external authentication or matchmaking services. It utilizes a data-driven asset pipeline and a component-based entity system to decouple engine
Murder is an entity component system game engine designed for 2D game development. It provides a core framework for managing game objects through an ECS architecture and includes a dedicated 2D game editor for asset management and real-time property configuration. The engine features a specialized 2D rendering pipeline supporting pixel art, sprite slicing, and parallax effects. It includes a hierarchical A* pathfinding system for agent navigation and a comprehensive asset management system for serializing and loading game resources. The project covers a broad range of capabilities, including
ActionRoguelike is a third-person cooperative game project built with C++ and Unreal Engine. It functions as a networked application that utilizes replication architecture to synchronize character states and combat across multiple clients. The project implements a data-oriented performance framework that employs object pooling and asynchronous asset loading to optimize memory usage and frame rates. It features a behavior tree AI system combined with environment queries to drive autonomous NPC decision making and combat, alongside a binary serialization framework for saving actor variables and
Romm is a self-hosted game library manager and ROM management web interface. It serves as a central server for storing and categorizing game files and emulator firmware, providing a web-based browser to organize collections through automated library scanning and metadata retrieval. The project distinguishes itself by integrating a web-based emulator frontend that uses WebAssembly to play games directly in the browser. It further provides a game save synchronization server that uses SSH-based synchronization to transfer save states and progress between the server and registered handheld device
nanomsg is a distributed messaging middleware and scalable messaging library designed for moving data between machines and processes. It functions as a socket-based communication framework that routes data across different network transport layers. The library implements scalable messaging patterns, specifically request-reply and publish-subscribe, to handle high volumes of data across distributed systems. It provides tools for network performance benchmarking to quantify messaging throughput and latency. The framework supports distributed message routing and inter-process communication usin
FXGL is a 2D game engine and development framework designed for Java and Kotlin. It provides a structured environment for building cross-platform desktop games, integrating a central game loop with an entity component system and a JavaFX-based scene graph for rendering. The toolkit distinguishes itself by providing a comprehensive suite of integrated libraries for game AI pathfinding, physics collision resolution, and multiplayer networking via TCP and UDP protocols. It includes specialized systems for adaptive user interface design using global stylesheets and a data-driven asset management
This repository is a comprehensive collection of functional 2D and 3D demo projects and implementation samples for the Godot Game Engine. It serves as an interactive tutorial and reference library, providing a working codebase to demonstrate how to apply engine features in real-world scenarios. The collection focuses on practical implementation guides, covering a wide array of technical capabilities from basic engine fundamentals to advanced rendering and scripting techniques. It allows users to study the application of node-based composition, asset pipelines, and game logic through direct ex
RetroArch is a cross-platform emulation host and multi-system game emulator that serves as a frontend for the Libretro API. It coordinates video, audio, and user input to maintain the application state for various emulator cores, allowing it to run a wide variety of vintage gaming hardware and software engines. The platform distinguishes itself through a low-latency emulation model that uses run-ahead processing to reduce input lag. It also features a real-time state tracking system that enables gameplay rewinding by saving periodic snapshots of the emulator memory state. The environment inc