Voxolith, WebGPU voxel engine

A WebGPU voxel engine for the browser

Voxolith raymarches large voxel worlds straight on the GPU, with soft shadows, lights, water and weather, and fills them with procedurally generated trees, rocks, buildings and animated creatures. Open source, MIT licensed, written in TypeScript and WGSL.

Live demos

They run in your browser and need WebGPU: current Chrome or Edge, Safari 26+, or Firefox with WebGPU enabled.

What it does

Raymarched, not meshed

Every pixel walks a two-level brick index on the GPU. Worlds of 12800 x 2048 x 12800 voxels start at 5 MB and cost only what is there.

Light and weather

Soft shadows, ambient occlusion, a sun and moon, up to 32 shadowed point lights, fog, clouds, rain, snow and animated water.

Instances

Upload a model once and draw it anywhere, at any heading and fractional position, with a palette of its own.

Generators

Deterministic, seedable trees, bushes, grass, rocks, buildings, rigged creatures and terrain, at 10, 50 or 100 voxels per metre.

Animation

Skeletal rigs and clips baked into voxels, crowds with a pose cache, and damage that opens fur onto flesh and bone.

Formats

Full MagicaVoxel .vox read and write (scene graph, materials, animation), and Minecraft .mca regions.

Packages

Built with AI assistance

Almost all of Voxolith's code is written with Claude, then directed, reviewed and run by a human. Contributions are welcome, AI-assisted ones included. See contributing.