Voxel based world generation in Rust
Playing around with voxel-based procedural generation in Rust.
Built with lots of help from the Glium and Glutin examples - most of the boilerplate code and shaders are adapted from there.
Prerequisites:
git clone https://github.com/jameshiew/ave.git
cd ave/
cargo run --release
Choices of shader and world generator are hard coded at compile time, currently. Also, some default values such as render distance can be edited in src/default.rs
.
Log level can be set via the RUST_LOG
environment variable e.g. RUST_LOG=debug
.