Greedy meshing
Hidden faces are skipped, visible faces are batched, and chunks are culled before the GPU is asked to care.
Vanilla JavaScript, Three.js, WebGL, and a set of small systems that do the boring work: chunk lifecycle, mesh cost, lighting, input, persistence, and mobile limits.
Hidden faces are skipped, visible faces are batched, and chunks are culled before the GPU is asked to care.
Mobile starts with saner budgets. Desktop can stretch into longer render distance and richer effects.
Theme, controls, world options, and hotbar state persist in the browser without accounts or telemetry.
The marketing shell loads first. The heavy Three.js path starts only when the player actually chooses to play.