VixelsFORGE / 02.1
A little world of vector surfaces16 × 16 × 16 · visible faces only · shared materials
ANALYTIC CONTOURS
Geometry in data textures
Vixels.
Validating material generators…
Left-drag orbits

Move the camera, not just the block.

Pan button / PLeft-drag moves the camera sideways and vertically.
Shift / right / middle dragAlways pans, even with Orbit selected.
Hold Space + dragTemporary hand tool.
Orbit button / OLeft-drag rotates around the current target.
Wheel / pinchZoom. Surface mode follows the mouse position.
Double-click a surfaceFocus that point and use it as the orbit / zoom centre.
F / FitRecover the complete scene from any camera position.
Arrow keysPan in screen space.
TouchOne finger uses the selected tool; two fingers pan and pinch.

This build runs the existing analytic contour shader through an included WebGL2 backend. It does not need Three.js, a CDN, a CSS framework, a font download, or a server. Rounded-rectangle generator radii are bounded before strict validation. The ground chunk is ordinary triangle geometry; the bevel is shading, not displaced geometry.

About · More by Tront

VIXELS by Tront

VIXELS is a rendering experiment: vector materials on voxel surfaces. Instead of painting each block face with a bitmap texture, each material is stored as analytic contours in a data texture and evaluated in the fragment shader, so you can zoom into a block face forever and never see a blurry pixel. The Forge bench lets you edit materials, build chunks and inspect the contour data live.

It is a clean-room implementation in one static HTML file on WebGL2, with no framework and no network requests, and a headless verification suite that checks the renderer on every change. Made by Tront (Trent Sterling) as part of a series of voxel and terrain tools that also includes Terrain Lab and Tinyrise.

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