Graphics Project
A stylized OpenGL “mini Minecraft” scene featuring terrain rendering, multi-texture mapping, a skybox, and multi-viewport rendering.
A small “Minecraft-like” renderer with first-person navigation, terrain, multi-texture materials, a skybox, and multiple viewports, wrapped in a vaporwave aesthetic.
This project was built to practice a complete real-time rendering pipeline—from asset loading and texture workflows to camera controls and scene presentation—while exploring a cohesive vaporwave visual style.
I implemented the scene using a typical modern OpenGL workflow, supported by:
stb_image for texture loadingAssimp for asset importGLEW + GLFW for OpenGL extensions + window/inputFreeImage for additional image handling needsA first-person camera is driven by:
This lets the scene read like a small “world” rather than a static render.
The world includes terrain rendering, with an explicit performance tradeoff:
This was a practical decision to stay interactive while still demonstrating the technique.
The scene supports 5+ distinct textures to differentiate surfaces/objects and strengthen the “block world” readability (Minecraft-like material language).
A skybox provides:
I rendered the scene using multiple viewports or windows to explore alternate presentations (e.g., different camera angles or debug-like views).
Implemented features (current):
Art support: Ilya Wang, Glen Xu.
Next features I scoped (but didn’t finalize yet):