Voxel Project Brief

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Laatst gesynchroniseerd: 13 april 2026

Project Brief - Voxel Cutaway World Generator

Version: 0.2.0
Date: 2026-03-08
Author: Rens Roosloot / Codex collaboration

1. Overview

The Voxel Cutaway World Generator is a standalone interactive web page for roosloot.com.

It presents a small procedurally generated 3D voxel world chunk floating in space. The chunk is shown as a cutout from a larger world, exposing both the top terrain and the underground layers on the visible sides.

The experience is a visual toy generator, not a sandbox game. Users can inspect the chunk, rotate it, zoom in and out, regenerate the world from a seed, and switch between day and night lighting moods.

2. Objective

Create a lightweight, polished browser-based 3D procedural world toy that:

  • showcases procedural generation and 3D graphics
  • feels visually distinctive on the site
  • works well on desktop and mobile
  • remains small in scope, static-first, and performant

3. Intended User Experience

A visitor opens the page and immediately sees a floating voxel terrain chunk with visible underground layers.

The visitor can:

  • orbit the chunk
  • zoom in and out
  • regenerate the world
  • switch between day and night mood

The page should feel playful, elegant, and easy to understand without long instructions.

4. MVP Scope

Included:

  • one standalone page
  • one floating voxel chunk
  • seeded procedural generation
  • surface features: hills, grass/topsoil, trees, water, snow
  • underground features: dirt, stone, ores/minerals, caves, lava
  • desktop orbit and zoom controls
  • mobile touch orbit and pinch zoom
  • day/night lighting toggle
  • regenerate action
  • optional visible seed value

Excluded:

  • character movement
  • mining/building
  • block-by-block editing
  • infinite terrain
  • multiplayer
  • persistence and save/load
  • physics-heavy simulation
  • weather systems
  • audio as a dependency for the core experience

5. Design Principles

The project should follow these rules:

  • the chunk is the hero element
  • the cutaway sides are always visible and intentional
  • interaction is simple and low-friction
  • visual clarity matters more than simulation depth
  • mobile support is required from the start
  • performance takes priority over feature count
  • the result should feel like a crafted website experiment, not an engine demo

6. Release Boundary

Version 1 should stop at:

  • one polished chunk
  • one polished page
  • one generation style
  • minimal controls
  • solid desktop and mobile interaction

The first implementation should not expand into an editor, survival gameplay, or large-scale simulation.

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