World Features
Wildoria's world is rich with dynamic systems that create a living, breathing voxel environment.
Day/Night Cycle
5-Minute Solar Cycle
The full 24-hour cycle completes in 5 real-time minutes. The game starts at 8:00 AM. Sky colors transition dynamically through dawn, day, dusk, and night phases.
| Time | Phase | Sky Color |
|---|---|---|
| 05:00 – 07:00 | Dawn | Orange-pink horizon, rising sun |
| 07:00 – 18:00 | Day | Bright blue sky, full sun |
| 18:00 – 20:00 | Dusk | Orange-red horizon, setting sun |
| 20:00 – 05:00 | Night | Dark blue-black, stars visible |
Sun and Moon
The sun and moon appear as large voxel spheres. Their colors shift with the time of day, and they cast shadows across the terrain. The moon cycles through 8 phases (new moon, waxing crescent, first quarter, waxing gibbous, full moon, waning gibbous, last quarter, waning crescent) over a 29.5-day cycle, with procedural craters visible on its surface.
Stars & Constellations
Hundreds of twinkling background stars are scattered across the night sky. Real-world constellations are connected by faint lines. Star colors reflect their spectral type: O=blue, A=white, G=yellow, K=orange, M=red.
Ursa Major
The Great Bear — contains the Big Dipper asterism.
Ursa Minor
The Little Bear — contains Polaris, the North Star.
Cassiopeia
The Queen — distinctive W-shape in the northern sky.
Orion
The Hunter — prominent winter constellation with belt.
Summer Triangle
Asterism formed by Vega, Deneb, and Altair.
Leo
The Lion — zodiac constellation of spring.
Bootes
The Herdsman — kite-shaped with Arcturus.
Cygnus
The Swan — Northern Cross asterism.
Lyra
The Lyre — contains Vega, one of the brightest stars.
Draco
The Dragon — winds between Ursa Major and Minor.
Southern Cross
Crux — distinctive cross shape in the southern sky.
Polaris
The North Star — fixed at the exact celestial pole, larger and brighter than other stars.
Volumetric Clouds
Independent voxel clouds drift across the sky with continuous morphing. They wrap around the camera to keep the horizon covered. Anvil effects form around mountain peaks, and each cloud has its own tint (warm, cool, or neutral). Clouds out of range are recycled with a new seed.
Weather System
4 Weather States
Wildoria has a dynamic weather system with four states: Clear, Cloudy, Rain, and Storm. Transitions between states are smooth with exponential interpolation. Weather affects fog density, ambient light, and sky colors.
Rain & Lightning
GPU rain particles follow the camera with fine vertical streaks. During storms, procedural lightning flashes with visible zig-zag bolts and a bright OmniLight flash. Lightning frequency varies with storm intensity.
Flying Insects
20 types of flying insects bring the world to life. 12 are diurnal (butterflies, bees, dragonflies, ladybugs, etc.) and 8 are nocturnal (fireflies, moths, mosquitoes, etc.). Each insect has one of 6 flight behaviors: foragers seek flowers, predators hunt, erratic flyers wander, swarmers circle, walkers stay low, and followers trail the player. Diurnal insects flee at dusk; nocturnal ones emerge at night.
Ambient Particles
8 types of ambient particles add atmosphere, activated by biome: falling leaves, autumn leaves, water bubbles, pollen, sand dust, snowflakes, lava embers, and glow spores.
Natural Navigation Markers
Wildoria helps you find your way without a compass or map:
- Moss on tree trunks — grows on the north side (~60% of trees)
- Mushrooms on trunks — appear on the north side and at the base
- Heliotropic lean — trees tilt slightly south toward the sun
- Asymmetric snow melt — snow persists longer on north slopes
- Wind particles — visible particles indicate wind direction
Procedural Trees
Trees grow in 11 distinct styles, each favoring different biomes. Trunk height, canopy shape, and fruit placement vary so no two trees look exactly the same. Giant trees (0.5% in Forests and Jungles) serve as natural landmarks. Trees grow in natural groves with blue noise distribution, creating clusters and clearings.
| Style | Look | Common Biomes |
|---|---|---|
| Mushroom | Birch-like trunk with a flattened cap | Forests, Snowlands, Greenlands |
| Round | Spherical canopy on a straight trunk | Greenlands, Forests, Jungles |
| Dome | Wide dome-shaped foliage | Plains, Jungles |
| Savannah Acacia | Flat-topped with diagonal branches | Plains, Greenlands |
| Pine | Thin trunk with stacked cones | Snowlands, Mountains, Forests |
| Palm | Curved trunk with radial fronds | Jungles, Deserts, Plains |
| Baobab | Massive swollen trunk with flat canopy | Forests, Plains, Jungles |
| Cactus | Cylinder with optional arms | Deserts, LavaLands |
| Fringe | Dome with hanging leaf curtains | Forests, Plains, Jungles |
| Mangrove | Dense dome with aerial roots | Forests, Jungles, Swamp |
| Layered | Stacked leaf tiers, slightly offset | Jungles, Greenlands |
3D Fruits
Nine fruit types appear on trees or bushes. Some are common, others are rare or biome-specific:
Apple
Red — Greenlands, Forests
Cherry
Dark red — Jungles
Orange
Orange — Plains
Plum
Purple — Snowlands, Mountains
Berry
Blue cluster — Berry bushes
Coconut
Brown — Jungles, Savannah
Dragon Fruit
Cyan glow — LavaLands
Pear
Green — Forests, Greenlands
Banana
Yellow — Jungles
Vegetation & Decorations
Each biome is filled with grass, ferns, flowers, mushrooms, bushes, cacti, rocks, and aquatic plants. Flowers, mushrooms, bushes, and grass vary in color based on the climate (temperature and humidity). A few plants and fungi emit a soft glow at night, adding color to the darkness. A Palette LUT system provides per-biome color variations for richer visual diversity.
Water, Lava & Ice
Oceans
Valleys below sea level flood into oceans and lakes. Water is transparent with two superimposed sine wave ripples, surface foam at terrain contact, and depth-based darkening. Submerging the camera triggers a smooth underwater blue-green fog effect with dense fog and blue-tinted ambient light.
Lava
Lava in the LavaLands is a liquid block that emits a warm orange glow. It can light up nearby terrain and is dangerous to touch.
Ice
Ice in Snowlands is a translucent solid. It appears alongside snow and gives frozen areas a glassy, shimmering look.
Altitude Fog
Dynamic fog adjusts its density and color based on camera altitude. Valley haze becomes visible from mountain summits, adding depth and atmosphere to the landscape. The effect is disabled underwater.
Debris System
When a block is destroyed, small cube debris particles fly off and bounce on the terrain before settling. This adds impact to mining and combat.
Voxel Materials
The world is built from a palette of materials: stone, dirt, grass, sand, snow, clay, basalt, water, lava, ice, wood, leaves, mushrooms, flowers, bushes, and fruits. Each material has its own color and feel, contributing to the distinct look of every biome.