Ragnavoxel documentation
How the engine is put together and how to write a game on it: the application host, voxels at any scale, the ECS, meshing, rendering, worlds, content, physics, audio, the editor and shipping.
Basics
Getting started
What Ragnavoxel is, how a game is laid out on it, the Application host and its hooks, AppConfig, the fixed-step loop, and building the engine and its samples.
Voxels and units
The voxel size and the fixed storage hierarchy of chunks, blocks and bricks; how chunks compress; voxel types, materials and the six faces each voxel carries; and the heightfield patterns that give surfaces their relief.
The ECS and jobs
Entities and archetypes, components split into per-field arrays (AoSoA), queries by entity and by chunk, resources, deferred commands, the staged scheduler, and the job system.
Inside the engine
Meshing
The hierarchical greedy mesher's three passes and cross-level coalescing, face classes, built surfaces' microvoxel stairs, foliage edges, the watertight guarantee, and what a chunk mesh holds.
Rendering
The Vulkan 1.4 renderer: tessellated, displaced voxel quads, GPU-driven cluster culling with two-phase Hi-Z, far terrain to the horizon, water, glass and grass, volumetric fog, cloud and light shafts, fire and spell volumes, shadows, physical light and the post chain, plus the 2D sprite renderer.
Building a game
Cameras and rigs
The 3D camera's pose and lens (perspective or orthographic, infinite far planes, lens shift), picking that matches the GPU exactly, the 2D camera, and ready-made rigs for every kind of game.
Worlds
VoxelScene for worlds that fit in memory, ChunkStreamer for unbounded worlds generated around a focus with level-of-detail rings and look-ahead, stamping primitives, editing streamed chunks, the floating origin, and saving to TileDB.
Content as text
Materials, voxel types, microvoxel models and prop models in TOML; parametric parts, ranges sampled per instance, branches, scatters and ASCII voxel art; the asset library; and model grids for bodies, hair and gear.
Physics, audio and input
Jolt physics with colliders streamed from greedy quads, the character controller, rigid bodies, constraints, impacts and raycasts; the audio engine's buses, voices, 3D emitters, procedural synths and world filter; and keyboard, mouse and gamepad input.
Tools
The editor
The Ragnavoxel Editor: the project file, the modeling workbench with the engine's own viewport, edits that keep your files as you wrote them, the MCP server that lets an AI assistant work on the same models, and its tests.
Shipping
Packaging a game with the editor, what a package holds and how it finds its resources, CPU targets, the launcher's servers and releases, publishing, installing and the shared sign-in.
Samples and tests
The two sample games and what each shows, the engine's test suites and harness, and how a game adds tests of its own and runs scripted checks in the live game.
Written from the engine's headers and source as of commit 02e81b2 (2026-11-01).