CraftMine 2
This is CraftMine 2. I've rewritten the rendering and a lot of the game around it. The original CraftMine is still there at its old address.
This is CraftMine 2. I’ve rewritten the rendering and a lot of the game around it. The original CraftMine is still there at its old address. I didn’t want to break everyone’s existing links, so the rework has its own page.
The new renderer uses WebGL2 directly. The terrain, lighting, water, held items and even the menus have their own rendering code now. The hotbar and all the lettering are drawn on the GPU along with the game. Here’s the rebuild with the castle, river and waterfalls.
Rebuilding the blocks
The world is made of 32 by 32 by 32 chunks. Flat stretches of matching block faces get merged into larger surfaces, so a wall doesn’t need a separate square for every block. World generation and mesh building run in workers while the game carries on drawing.
That still has to work when you start tearing the place apart. Digging, building and explosions all change the same block data, and those changes get saved when the chunk leaves view. Wander away and come back, and the hole you made is still there.
More than a new coat of paint
The day cycle drives the sky, shadows, fog and water together. Lanterns light nearby blocks. Water can spread from a source, fall into a hole you’ve dug, or stop behind a dam. Remove the source and the flow drains away. It isn’t just a blue surface sitting on top of the landscape.
The water reflects the world around it too. This smaller scene is a rendering test, with a waterfall, glass and lit blocks laid out over the water.
There’s shared-world multiplayer, crafting, guarded landmarks and trees you can grow again from saplings. A lot has changed beyond the renderer. It’s still a rebuild in progress, though. Startup and shader stalls are getting attention, and the experimental bounced-light option stays off by default.
For comparison, this is the older CraftMine gallery clip.

