Bonsai
A voxel game engine under development for ~10 years. The world and objects in it are represented as SDF (density) fields, and the world generator and editor operate almost entirely on the GPU via a fused three-stage 'ubershader' pipeline: a user-configurable GLSL 'shaping' shader, a fused stage that convolves normals, runs a user-configurable 'decoration' function, and interprets SDF edits compiled from a graph into bytecode, and a final stage that packs occupancy, color, and normal into 32 bits. GPU results are passed back to the CPU for entity/structure spawning callbacks, then chunks are meshed with a fast binary algorithm and uploaded, retaining 16 bits per surface voxel and scaling to world sizes greater than 1B voxels cubed. The engine aims to give users both easy-to-use tools and granular control over the final output, while remaining fast.