This is pretty cool. Props for doing a massive amount of work and creating something open and extensible.<p>--<p>I just tried reading the code to learn how MineTest does voxel meshing, and it didn't go so well.<p>(Voxel meshing is about turning blocks into triangles efficiently, and it's surprisingly tricky. Mikola Lysenko wrote a great exposition of the problem and several solutions way back in 2012: <a href="https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/" rel="nofollow">https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/</a> )<p>I was curious which approach MineTest chose, and I still don't know. I think I found the files where the meshing happens, mapblock_mesh.h/cpp. The code quality is... less than perfect.<p>There are 200+ line C++ functions. There's commented out code and preprocessor "#if 0" ignored code.<p>There's a struct that looks important, but it's called "MeshMakeData", and I don't know what it represents. The comment above just says "Mesh making stuff":<p><a href="https://github.com/minetest/minetest/blob/0a16e53b40d347db7dcd04cb694d0f8f2ed1a5a7/src/mapblock_mesh.h#L40" rel="nofollow">https://github.com/minetest/minetest/blob/0a16e53b40d347db7d...</a><p>The file that seems to run everything, game.cpp, is almost 5000 lines long.<p>--<p>For an example of really clean game code, check out Quake or Doom 3. Both have:<p>* short and sweet main() methods<p>* comments that guide the reader and explain what does what<p>* clean decomposition<p>* short, readable functions, and...<p>* reasonably small files<p>So far, MineTest, at least in part, took the "big hairy ball of C++" approach.<p>Good luck with future development!