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Minethelia World
New · Voxel Sandbox RPG

Explore. Survive. Create.

Dive into an infinite voxel world generated procedurally. Survival, exploration, farming, metallurgy, seasons, and skill‑based progression in a living ecosystem.

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Biomes
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Skills
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Blocks
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3D Models

Explanatory video of the game

A living and infinite world

Minethelia combines survival, exploration, and deep simulation in a dynamic world with systems that interact with each other.

Infinite Procedural World

OpenSimplex2 noise terrain with height, caves, and biomes. Dynamic chunk streaming.

  • 10 unique biomes
  • Deep organic caves
  • Rivers and oceans
  • Optimized greedy meshing

Seasonal System

4 dynamic seasons (Spring → Summer → Fall → Winter) with temperature, weather, and growth affected.

  • Dynamic temperature by biome
  • Variable crop growth
  • Seasonal weather (snow, thunderstorm)
  • Hypothermia and heatstroke

18 Skills & 5 Attributes

Progression by action with 18 skills in 6 categories and 5 major attributes (F.A.I.C.H.).

  • Combat, Robustness, Collect
  • Survival, Crafts, Esotericism
  • Perk Tree (3 Tiers)
  • Levels 1-100 with progressive XP

Advanced 3×3 Crafting

Crafting table with material synergy, elemental catalysts, and legendary temporal crafting.

  • 12 materials with statistics
  • 6 catalysts (Ice, Fire, Lightning...)
  • Timed Legendary Recipes
  • Ergonomic drag-and-drop

Agriculture & Fertility

Soil fertility N/P/K system, irrigation, greenhouses, compost, and food preservation.

  • Nutrients N/P/K per block
  • Irrigation (bonus ×1.5)
  • Greenhouse in Winter (Bonus ×2.0)
  • Terra Preta ultra-fertile

Vehicle Construction

Assemble physical vehicles with 8 functional blocks. Rafts, airships, planes, mechs.

  • Rudder, Sail, Balloon, Engine
  • Propeller, Wheel, Gyroscope, Levitation
  • Progression by Intelligence
  • Realistic physics (mass, forces)

An immersive experience

SDFGI, SSAO, SSR, volumetric fog, day/night cycle, dynamic weather, and living wildlife.

World

Advanced Graphic Rendering

Dynamic Global Illumination (SDFGI), Screen Space Ambient Occlusion (SSAO), Screen Space Reflections (SSR), Volumetric Fog, Glow/Bloom, and ACES Tonemapping.

SDFGI SSAO SSR ACES
Survival

Survival & Hostile Environment

Mine collapses, extreme temperature, hunger, drowning, altitude hypoxia. Hostile mobs at night, fauna with AI in 4 states.

Cave-in Temperature Hunger IA Fauna
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Water & Fluid Dynamics

Fluid propagation with levels, water+lava reaction, currents that push the player, progressive transparency, and swimming with oxygen.

Propagation Obsidian Swimming Oxygen

Logic Circuits (Redstone)

Logical torches, wires, levers, buttons and lamps for automation. Creates complex mechanisms and traps.

Logic Automation Redstone
🎵

Procedural Audio & Ambiance

Procedural sounds for each action, weather ambience, footsteps per block, animal sounds per species and ambient birds.

Procedural Ambiance 136 sons
🌍

End dimension

Floating islands, reduced gravity, access portal and specific biomes. An alternate dimension full of mysteries.

Floating islands Gateway Reduced gravity

10 unique biomes

Each biome has its own vegetation, fauna, temperature, weather, and visual effects.

🌿

Plain

Herbs, flowers, farm animals

Mountain

Mountains

Rugged relief, deep minerals

Desert

Desert

Sand, cactus, extreme heat

❄️

Tundra

Ice, snow, penguins, reindeer

🌴

Jungle

Dense vegetation, +30% rain

🦒

Savanna

Dry grass, zebras, acacias

🌊

Ocean

Deep water, fish, crabs

🏖️

Beach

Sand, seashells, particles

🌲

Taiga

Pins, snow, wolves, owls

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Permafrost

Frozen soil, polar bears, tigers

Become a legend

18 skills, 5 attributes (F.A.I.C.H.), and a perk tree with 3 tiers per branch.

1

Force

Mining, Logging, Axes, Bare Hands, Smithing. Perks: Iron Grip → Heavy Smith → Rock Breaker.

2

Agility

Track and Field, Acrobatics, Archery. Perks: Light on His Feet (+201 TP3T sprint) → Climber → Parkour (double jump).

3

Intelligence

Construction, Metallurgy, Alchemy, Magic. Perks: Artisan → Architect → Engineer (500 vehicle blocks).

4

Constitution

Defense, Agriculture, Training. Perks: Enduring (+20% health) → Armor Bearer → Soul Link.

5

Chance

Fishing, Excavation, Swords, Polearms. Perks: Lucky (double drop) → Hunter → Immortality.

Advanced 3x3 Crafting Table

Each material brings its stats to the result: durability, speed, damage, range, and special effects. 12 materials recorded with full synergy.

  • Material Synergy — Statistics Transferred to the Result
  • 6 Elemental Catalysts: Ice, Fire, Lightning, Earth, Soul, Void
  • Temporal Craft - Legendary recipes with progression gauge
  • Ergonomics — craft from nearby chests (3m detection)
  • Balance, Rotate, Clear, and full drag-and-drop buttons
  • Knapping — flint knapping for primitive tools
  • Four / Smelting — ores → ingots with fuel
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Build and fly

8 functional blocks for assembling physical vehicles. Progression depends on your Intelligence.

Int. 1

Rafts & Sailboats

Assemble rafts and boats with rudders and sails. Basic water navigation.

Rudder Sailing
Int. 5
🎈

Rudimentary Airships

Take to the skies with balloons and engines. Airships for aerial exploration.

Balloon Engine
Int. 10
✈️

Trucks & Planes

All-terrain vehicles and aircraft with propellers and wheels. Land and air transport.

Propeller Wheel
Int. 15
🛸

Saucers & Mechs

Ultimate Technology: Gyroscope and Levitation Core for Flying Saucers and Mechs.

Gyroscope Levitation Core

Technical Specifications

The intelligent cube system is integrated into the voxel engine. Simple 1x1 meter cube, with advanced textures, materials, simulation and optimization.

Architecture Partial Simple 1x1 m cube, 16x16 subdivision not implemented
Textures Implemented Modes: Uniform, Hierarchical, PerFace
Rendering/Volume Implemented Color density + light relief
Interaction/Level of Detail Partial Level of Detail (LOD) 0/1/2 not implemented, simple destruction
Optimization Implemented Cache by type, occlusion culling
Advanced Features Partial Logical network, materials, erosion, ephemeral voxel
Simulation Partial Thermal, Stability, Audio (Data)
Physical handling Partial Magnetism, camouflage, variable density
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Structural Architecture

Macroscopic 1x1 meter cube. Rendering remains a simple cube to preserve compatibility with existing meshing and low‑end PC performance.

🎨

Smart Texture Management

Uniform Mode: single texture. Hierarchical Mode: distinct texture for Top/Bottom and side faces. Face by Face Mode: independent assignment for each face.

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Rendering and Volumetrics

Density: chromatic fading towards the heart of the block. Relief: physical displacement of vertices according to deterministic pseudo-noise, without dependence on a depth map texture.

Interaction and LOD

Dynamic LOD not implemented—the cube remains simple. Destruction via simple break effect (particles). Interactive snow not enabled.

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Performance Optimization

Unique instance: mesh cache per BlockType. Occlusion culling based on the existing ChunkMesher (masked internal faces).

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Advanced Features

Logical network (signals), dynamic physics (flammability, conductivity, friction), environmental erosion, mother voxel, extraction tool.

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Simulation Systems

Thermal: heat propagation, melting, vaporization. Spatialized audio: resonance frequencies. Structural stability: blocks falling without support.

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Physical Manipulation Capabilities

Magnetism, frequency-based disintegration, camouflage (copy of neighbor texture), variable density with buoyancy.

Advanced Extensions

Light Reflection
Organic Growth
Internal Storage
Temporal Corrosion
Harmonic Resonance
Solar Photosynthesis
Shape Memory
Magnetic Interference

Complete Systemic Extensions

Porous Voxel
Sound Propagation
Nerve Influx
Memory Voxel
Pneumatic Transport
Mutation Sequencing
Dimensional Phasing
Retro-Refraction

Final Extensions (June 2026)

Fire Propagation
Voxel Capacitor
Geolocation (GPS Voxel)
Soft Voxel
Hydrostatic Pressure
Logical Latency
Kinetic Friction
Proximity Detection
Chemical Signature
Active Cooling

Environmental Adaptation

Dynamic adaptation of exposed layers (grass, moss, snow, etc.) according to the biome. The logic relies on SmartCubeManager and the biomes managed by TerrainGenerator / BiomeEffectManager.

Technical Optimizations

Optimizations implemented in the Godot 4.7 C# (Mono) voxel engine. Gains from real runtime measurements or calculations based on engine variables (chunk size 16³ = 4096 blocks, render distance 10 chunks, ~600 chunks loaded).

Meshing ~85%+ fewer vertices Greedy mesh — face merging
Object Pooling 0 GC allocation During re-meshing
Throttling 6x to 93x fewer calls According to the system
Fluids Eliminated cascades Elimination of remeshing cascades
Compression 66-93% reduction VoxelQuant + BoxDescriptor
Texture Array 0% bleeding, ~17 MB VRAM Free vs 2D atlas
Memory Hundreds of allocations avoided Per frame
AI 30x fewer scans Eliminated crashes
Chunk Loading 49% fewer chunks 40% more responsive
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Chunk loading and culling

Render distance reduced from 14 to 10 (49% fewer chunks). Directional loading prediction. Collision throttling O(343) instead of O(n_chunks). Mesh limit per frame adjusted.

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Meshing

Greedy mesh: face merging (~85%+ fewer vertices). Slice-skipping. Object pooling ChunkMeshData (0 allocation GC). Request deduplication. Color table precomputed O(1). ArrayPool and stackalloc.

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Memory and allocations

Pre-allocated and reused collections. Pre-allocated static arrays. DistanceSquaredTo instead of DistanceTo. Overload GetBlock(int,int,int) avoids allocation of Vector3I. ArrayMesh and BoxMesh reused.

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Throttling (Frequency limitation)

10 throttled systems: GrassGrowthManager (~93x less), MinimapUI (~9x less), WeatherManager (~8x less), HealthHungerUI (6x), TimeManager (12x), and more. MinimapUI scans merging.

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Fluid system

Visited set anti‑redundancy. TrySetBlock skip if unchanged. Early return in SetBlockGlobal. Cleanup of flowing orphan blocks. Cleanup of invalid sources. Cache collections for snapshots.

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Lighting

TorchLightManager: distant culling beyond 48 blocks, shadows disabled. Native Godot pipeline: SDFGI, SSAO, SSIL, SSR, VolumetricFog. Zero CPU cost for global illumination.

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Compression and Storage

VoxelQuant: palette + bit‑packing per sub‑chunk (66.2% average reduction, zero error). BoxDescriptor: implicit functions (67.8% to 92.4% vs VoxelQuant). LRU compressed cache 256 entries.

🖥️

GPU Rendering

Texture2DArray: 201 layers, 0% bleeding, ~17 MB VRAM freed. Solid/liquid mesh separation. Multi‑position liquid shader. AAA effects: SDFGI, SSAO, SSIL, SSR, volumetric fog, glow, ACES tonemapping.

🤖

AI & Entities

IsInstanceValid on _player (12+ systems fixed). Throttled AI scanning (30× fewer scans). DistanceSquaredTo for detection. Entity limits: max 15 birds, reduced spawn in bad weather.

💾

Save & Persistence

Integrated signboard saving in the SaveGameManager. Playtime calculation based on the interval between saves. Persisted WorldSettings (45+ fields).

Engine Key Variables

  • ChunkSize — 16×16×16 = 4096 blocks
  • RenderDistance — 10 chunks (~600 chunks loaded)
  • LoadCheckInterval — 0.15s (6.7 checks/sec)
  • FluidTick — 0.25s (4 ticks/sec)
  • WaterFlowRange — 7 horizontal blocks
  • LavaFlowRange — 3 horizontal blocks
  • TorchCullingDistance — 48 blocks, shadows disabled
  • CompressionCache — 256 LRU entries in RAM
  • MeshDataPool — 64 ConcurrentBag objects
  • TextureArray — 201 layers × 64×64 pixels

Ready to explore?

Join the Minethelia adventure. Infinite world, deep survival, advanced crafting and vehicles. 5 supported languages: French, English, Spanish, Chinese, Arabic.

Transparency on AI Usage

AI is used in this project to: create images, generate translations, correct spelling and grammar, review code, and produce explanatory videos. If this does not suit you, do not buy the game.

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