# Vox(el) Engine
# why a custom engine?
tl;dr: over-ambitious and kinda dumb + otc game engines cant do what i want for same effort.
well i wanted to create a voxel based rogue-lite game, and i wanted to use
proper voxel rendering techniques. initially i used traditional rendering techniques to achieve this,
but since implementing vulkan, i have moved to using a raymarcher to render my voxels. initially my
reasoning behind starting this project was that i wanted to learn the ins and outs of "over-the-counter"
game engines like unity or unreal, but at this stage it might genuinely be more difficult to implement
the rendering style i want in a game engine like unity.
## binaries
binaries for windows and linux are under [releases](https://github.com/Singhzing-kid1/voxEngine/releases/tag/v0.2.0-preAlpha)
for in progress builds check the actions tab -> top run is the latest (click on it) -> look at the artifacts(these are inprogress builds)
## build
make sure you have the latest version of rust installed
clone the project and use `cargo build --release` to build.
the build will output @ `./target/release/`
## dev logs
check out [voxEngine devlogs](https://youtube.com/playlist?list=PLkGaFuDyjwONmwLIEOyiIF43p4a-F6Qlz&si=TiN8CTq6OB9KWOlf)
i also do devstreams occasionally on [twitch](https://twitch.tv/veersinghlive)
test correct branch?