Devlog - v0.1.8
This update focuses on a major structural shift for the project, plus early groundwork for world generation and modding APIs.
Highlights
- Project split into modules: The codebase is now separated into
engine(core runtime) andapi(public interfaces for modding and scripting). - Build setup updated: Added dedicated Gradle configuration for multi-module development (
root,engine, andapi). - API foundation added: Introduced first-pass API types for scripting/runtime integration, including:
ScriptContextExecutionSidePlatformInfoWorldApiTimeResultModLogger
- Scripting direction documented: Added
CHISEL_SCRIPT.mdto outline the plan for the upcoming scripting language.
Engine and World Work
- Added
WorldandWorldChunkGeneratorto formalize world ownership and chunk generation flow. - Added
NoiseGeneratorfor terrain and cave sampling (Perlin-style approach), which sets up more realistic procedural generation.
Refactor Pass
A broad package/path reorganization moved key classes into the engine module namespace and improved naming consistency/accessibility across systems. This includes updates around:
- window/bootstrap and application entry
- rendering and graphics primitives
- scene graph/components/transform handling
- input and keybind flow
- world IO and NBT support
- game state management
Notable internal cleanup also removed outdated notes/docs that no longer matched the current structure.
Documentation Updates
- Updated
README.mdwithv0.1.8-rc-1notes. - Clarified the module split and the new scripting-language direction.
Commit Rollup (Recent)
bf7bd20removed old/outdated notes89d0516docs: README update forv0.1.8-rc-1be509e8Gradle scripts forengine,api, and rootd2b7a92API interfaces and enums addedceca11dworld/chunk generation classes added4ff8014NoiseGeneratoradded08d3326,18178f9,ee847d3,4b2547b,9acd119,fb582ec,9f990a2,7b5c449,7fe6483refactor/rename and package-structure cleanup
Why this matters
This release candidate is less about user-facing polish and more about establishing a cleaner architecture for future features. Splitting api from engine makes modding integrations safer and easier to evolve, while the new worldgen building blocks prepare the path toward richer procedural terrain.
