case study / 04 / graphics / webgl2
Voxel Terrain
Square-lattice columns with grass, layered underground, ore veins, and 3D noise caves in raw WebGL2—orthographic orbit camera, directional light, shadow mapping, Faithful block textures.
Height per cell feeds instanced prism geometry; shaders pick face materials from a small atlas. Lighting blends the earlier left-key and right-key directions so vertical faces read evenly instead of hugging one screen side.
Texture credits and a full-width layout are on /iso.