Also, I really appreciate that the ReadMe file doesn't try to sell this project as something more than it actually is - a buggy passion project. Such honesty is, I feel, relatively rare nowadays.
https://homewithinnowhere.com/posts/2026-03-06-voxel-game.ht...
https://homewithinnowhere.com/posts/2026-05-10-one-line.html
Because any technical achievement is easily replicated by AI.

This started off as a bet with myself that APL notation would provide an easier way to make a voxel game.
This is highly experimental and buggy.
brew)After installing dependencies and cloning, make sure you build and install LSE. e.g.,
cd lse
mkdir build
cd build
cmake ..
make
make install
This should install libLSE.dylib on macOS and libLSE.so on Linux in ./libs/ alongside the relevant SDL3 library files.
After that you should be able to run with ./main.apls
Some Linux users may have dyalogscript located in a different directory. If that's the case, the shebang in main.apls should be replaced with the path specified by which dyalogscript
Compiling everything on Windows is a bit more tricky and is best done with finding the SDL3 dev libraries provided on libsdl3 releases with cmake-gui.
.dlls are provided as a release here which can be placed in a folder ./libs on the directory this repository.
Afterwards, the game can be played through a Dyalog session like so:
]cd <ROOT DIRECTORY>
]link.create # ./avg
Run
state.Play
Source code that gets compiled to different shader formats is in ./shaders/glsl
Shaders come bundled with this repo. However, if you want to modify them, edit the glsl shaders and run ./compile_shaders.sh
Note that this requires the DirectX Shader Compiler, glslc and spirv-cross.
Textures by Madeline Vergani (@RubenVerg)