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create and collect voxel debris from exploded voxels


create and collect voxel debris from exploded voxels


View this example..

var createEngine = require('voxel-engine')
var game = createEngine({
    generatefunction(xyz) {
        if (x*+ y*+ z*> 20*20) return 0;
        return Math.floor(Math.random() * 4) + 1;
    texturePath: './',
    materials: [ 'dirt', 'grass', 'crate', 'brick' ]
var explode = require('voxel-debris')(game, { power : 1.5 });
explode.on('collect', function (item) {
    console.log(game.materials[item.value - 1]);
game.on('mousedown', function (pos) {
    if (erase) explode(pos)
    else game.createBlock(pos, 1)
window.addEventListener('keydown', ctrlToggle);
window.addEventListener('keyup', ctrlToggle);
var erase = true
function ctrlToggle (ev) { erase = !ev.ctrlKey }


var voxelDebris = require('voxel-debris')

Create an explosion function from a voxel-engine instance and some options.

If opts.limit(item) is specified, when it returns true, item will not be collected by the player when they pass within the collision radius.

If opts.yield(value) is specified, its return value will be how many debris items are created for the voxel data value. opts.yield can be a function or just a number.

opts.expire.start and opts.expire.end control how long debris should persist in the game world in milliseconds. A timeout will be chosen uniformly randomly between start and end. When opts.expire is a number, its value will be used for both start and end.

opts.power influcences the velocity of the debris. Default value: 1.

Explode the block at the THREE.Vector3 position pos if the data at pos is non-zero.


When a debris item passes within the collision radius, the 'collect' event fires with the item object before being removed from the scene.


With npm do:

npm install voxel-debris

Then use browserify to require('voxel-debris').