Welcome to **Eidos ** — the technical foundation for *ProjectEIDOS, an infinitely procedural Voxel Evolution Sandbox built entirely from scratch.
This is a pure passion project developed by a solo developer. Instead of using ready-made commercial engines, I chose the hardcore path: writing a custom C++ engine to have absolute control over every byte of memory, every thread, and every rendered frame.
ProjectEIDOS is not just another block-building game; it is a game about the ultimate technological progression.
- Stone Age Survival: Start with primitive tools. Chip stones, gather branches, and survive the unforgiving, harsh environments (heavily inspired by Vintage Story).
- Industrial Revolution: Progress through the Bronze and Iron ages. Discover mechanical power, build complex multi-block machines, automate resource processing, and wire up electricity.
- Space Exploration: Break the boundaries of your starting planet. Engineer rockets, manage fuel and life support, and explore the infinite procedural cosmos.
To support this massive scale of evolution—from rendering a campfire to simulating a factory—the engine is built with extreme performance in mind.
Writing a voxel engine in C++ is a battle against the CPU bottleneck. Eidos Engine tackles this with aggressive optimization:
- Extreme Multithreading: Terrain generation and mesh building are decoupled into strictly isolated thread queues.
- Zero-Copy Mesh Swapping: Chunk meshes are built in temporary background buffers and swapped into the main thread in a fraction of a millisecond (
std::swap). Zero input lag when breaking or placing blocks. - Advanced Voxel Lighting: Features a double-buffered smooth lighting system with Ambient Occlusion (AO). Light accurately flood-fills rooms, cascades through transparent blocks, and dynamically updates without "Dirty Read" artifacts or "Light Echoes".
- Y-Culling (Sky Optimization): The engine dynamically calculates the highest terrain point (
maxY) per chunk, ignoring empty sky space to boost mesh generation speed by over 60%. - Smart Delta-Saving: The engine tracks player interactions and saves only modified chunks to the disk as binary
.binfiles, paired with an automatic 60-second background save system.
- C++20 compatible compiler (MSVC, GCC, or Clang)
- CMake (3.15 or higher)
# Clone the repository
git clone [https://github.com/YOUR_USERNAME/EidosEngine.git](https://github.com/YOUR_USERNAME/EidosEngine.git)
cd EidosEngine
# Generate build files
mkdir build
cd build
cmake ..
# Compile the project (Release mode is highly recommended for voxel engines)
cmake --build . --config Release
Screenshots(Add your awesome screenshots here! Create an assets/images folder in your repo, upload your screenshots, and link them like this:)
Infinite procedural terrain with smooth lighting In-game Lua console and Waila block overlay
About the Developer
My name is Bohdan, and I am the sole developer behind this project. I am building Eidos Engine to push my C++ skills to the absolute limit and to prove that one person with enough dedication can build the core tech for a massive evolution sandbox from the ground up. License
This project is for personal portfolio and educational purposes. All rights reserved.