Voxler

A voxel engine that runs in a browser tab. Worlds are made up as you fly through them, so there is nothing to download and no level to load.

A voxel forest at night, lit by glowing mushroom caps, with birds over the canopy.
The forest at night. The moon is the only light in the sky, so the glowing mushrooms carry the scene.

It needs WebGPU. Chrome or Edge on desktop, Safari 26 on macOS 26 or iOS 26, or Firefox on Windows or Apple Silicon. An older browser gets a message and nothing else. Give the forest a few seconds on the first load.

What it is

You describe a world with a short program: where the ground is, and what it is made of. Voxler builds it on the graphics card as you move, in detail close up and in bulk far away.

Nothing is stored. The forest above is not a file, it is a few hundred lines, and every tree in it is worked out the moment you can see it.

The worlds

A river valley under a snow-capped mountain, with conifers, glowing mushroom caps and a flock of white birds over the canopy.
The forest in daylight. Four kinds of tree, mountains with snow on top, plants that climb past the tree line, and flocks of birds over it.
Red desert with a sandstone butte and a spire, and a line of more of them fading into haze along the horizon.
Monument Valley. The buttes on the horizon are kilometres away and made by the same few lines that carved the ones in front.

How big

Big enough that you will not reach the end of one. It is 33 million voxels from the middle to the edge, and if a voxel were a metre that would be a world wider than the Earth. Your machine only ever holds the part around you, so flying further costs nothing.

Seeing a long way

Close to you the world is drawn as blocks. Past the point where a block would be smaller than a pixel, it switches to tracing rays through a coarser copy instead. That is why the horizon stays sharp, and why looking a long way costs no more than looking a short way. The buttes on the skyline above are kilometres off.

Controls

Speed

It runs smoothly on ordinary hardware, with nothing turned down: a steady 60 frames a second on a MacBook with an M3 chip, and 120 on a desktop with Intel graphics.

Writing one

A world is two functions in WGSL, and the engine is one object that takes them. The get-started page has a world small enough to read, running and editable on the page, and the whole API under it.