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Program Voxel Minecraft Worlds with C# - Unity 6 Compatible (Udemy.com)

A comprehensive guide to blocky mesh building for procedurally-generated worlds.

Created by: Penny de Byl

Last updated February 2025

Our take

Based on the ratings of 1,754 students, a sample of their written reviews and the syllabus, as the course stood in February 2025. No course pays to be reviewed.

Penny de Byl's course walks through building a Minecraft-style blocky world in Unity with C#. It starts by taking one cube apart into vertices, normals and UVs, then builds up to chunks, Perlin noise terrain with caves, an endless world, mining and placing blocks, saving and loading, and dynamic blocks like water. That adds up to about 18.5 hours across 129 lectures. It expects working C# and Unity knowledge, so it is a genuinely intermediate course. The newer sections use the Job System, and an older version of the course is still tucked in as a legacy section.

Reviewers like the clear explanations of meshes and noise, and her calm, easy voice, which one non-native speaker singled out. Some also value the performance work with the Job System and Burst compiler. Most of the 1,754 ratings are four or five stars, with 1,125 giving five. The complaints repeat, though. She types fast, so coding along means a lot of pausing and rewinding. Several reviewers find the code repetitive, with copy-paste and a huge multi-dimensional UV array, and say it would not scale into a real game. Others mention loose ends, like trees across chunk borders and water flooding the caves.

The course was last updated in February 2025 and has over 10,000 students, so it is not abandoned. Treat it as a strong lesson in how voxel meshes and terrain generation work, not as a finished game framework. If you already know C# and want to understand the technique, it is worth it. Plan on refactoring the code yourself, and expect to fix a few bugs along the way.

Best forUnity developers comfortable with C# who want to build and skin meshes in code instead of dropping in cubes.
Skip it ifYou want clean, refactored code or a base you can ship, since reviewers call the code repetitive and unscalable.

Pros

  • Takes a cube apart into vertices, normals and UVs before building chunks, so the mesh theory sticks
  • Newer sections use the Job System and Burst for parallel mesh creation, which reviewers say helps performance
  • Calm, clear delivery that a non-native English speaker found easy to follow and motivating
  • Covers noise terrain, caves, infinite worlds, mining and placing blocks, and saving and loading

Cons

  • Code is typed fast with little explanation of why, so following along means constant rewinding
  • Reviewers call the code repetitive, with copy-paste and a clumsy UV array, and not scalable to a real game
  • Some loose ends and bugs remain, such as trees across chunk borders and water filling the caves
Amazing course! It has so many bonus features I did not expect and everything is very well explained!
Tomas Vojta, a student

Intermediate fits: it assumes working C# and Unity, and the code moves fast, so true beginners will struggle.

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What you will learn

  • Build a cube-based geometric world like that generated in Minecraft.
  • Navigate and manipulate discrete values in 3d space.
  • Build and skin meshes from scratch using C#.
  • Save and Retrieve Serialised Data.
  • Build and manage a voxel data structure.

Course content

20 sections · 129 lectures · 19 hours of video 1 quiz, 9 articles

  1. 1Introduction 4 free previews9 lectures · 43 min
  2. 2How to Build a Block9 lectures · 1.4 hours
  3. 3How to Build a Chunk7 lectures · 1.2 hours
  4. 4Sculpting a Landscape4 lectures · 35 min
  5. 5How to Build a World6 lectures · 45 min
  6. 6Creating Layers9 lectures · 1.2 hours
  7. 7Player Interaction8 lectures · 1.3 hours
  8. 8Mining and Construction10 lectures · 1.7 hours
  9. 9Saving and Loading7 lectures · 1 hour
  10. 10Dynamic Block Types9 lectures · 1.6 hours

Who it is for

The instructor says it suits

  • Anyone interested in how to put together a blocky voxel world like Minecraft.
  • Anyone interested in building and skinning geometry in a virtual world through code.
  • Anyone who loves Minecraft and is interested in the complexities that go on behind the scenes.
  • Anyone interested in expanding their Unity technical skills with respect to manipulating geometry with code.
  • Anyone interested in optimising the rendering process for large scale data and multiple textures.

What you need before you start

  • You should be familiar with C# and the Unity Game Development Engine.
  • It would be useful if you have played Minecraft, but it's not necessary.

How it compares

Against the other 183 rated Udemy courses in Unity on CourseDuck:

  • Rating4.2 out of 5higher than 13% of them
  • Reviews1,754#25 of 184 by number of reviews
  • Length18.5 hourslonger than 77% of them
  • Last updatedFebruary 2025more recently than 79% of them

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Course Description

All New Content Added for Unity 2020+ and works with Unity 6!

Did you know that there is not one single cube used in Minecraft? Have you ever looked at Minecraft and wondered, "How did they build it?" - a great thing to ponder, it is.  If you haven't and think that programming a whole bunch of cubes is child's play, then think again. On the surface Minecraft looks as though it would be a simple world to recreate in Unity. Start placing cubes around a scene and see how far you get before the frame-rate grinds to a mind-numbing halt.  So wonder and fret no longer, as this course reveals the secrets of programming and rendering procedurally-generated voxel worlds, like Minecraft, with C# in Unity.

In this course, Penny teaches all the invaluable skills you will require to build a blocky world from scratch using her internationally acclaimed teaching style and knowledge from over 30 years working with games and graphics.  But hold on tight as you'll be taken on a journey across the computer graphics realm as it is taught to post-graduate university students. Through detailed descriptions and hands-on workshops examining all you need to know about 3d data structures, building meshes from scratch, using noise algorithms to generate terrain features and caves, and texturing blocks you will be programming your own world in no time.

Learn how to program and work with:

  • voxels

  • custom built polygons and meshes

  • vertices and normals

  • UV mapping

  • texture atlases

  • parallel processing and the Unity Job System

  • Unity's MeshAPI for parallel mesh creation

  • Perlin noise

  • infinite terrain generation

  • loading and saving data

Contents and Overview

After getting a little experience in why it's such a bad idea to build a Minecraft type world using cubes, you'll start following along with Penny, exercise after exercise, toward the end of building your very own and unique blocky terrain.

You'll begin by dissecting a cube and examining its fundamental parts from vertices, to normals, to texture mapping.  Armed with this knowledge, you will then begin writing code that redefines the cube and makes it far more efficient to draw as a terrain component.  You'll then bring these pseudo-cubes together to form chunks, to optimise rendering performance. Once you've worked on creating a solid world of chunks you will then learn about smooth noise and a little fractal geometry will be introduced to assist you in carving out realistic landscape features including caves.

With terra-firma to stand on, you'll next add a player character and start exploring the new world.  To prevent you falling off, you will also start working on the logic to build the world around you in real-time, out to infinite boundaries.

When you are done with exploring, it will be time to start digging and building.  It's in this part that you will learn how to add and remove blocks at the click of a button to further mould the terrain to your liking. 

Finally, you'll cover the dynamics of adding flowing water, falling sand and start working on the logic for creating your very own biomes.

What students are saying about this course:

  • Hi! I wanted to thank you and compliment you for the Minecraft Unity course. I've been a (web) programmer for 20 years. After so long creating somewhat boring work I'm excited to make games. My interest is in creating procedurally generated, complex worlds. Learning about Minecraft, therefore, seemed like a good idea.

  • Love the amount of detail Penny goes into! Not too little, not too much, she manages to hit the sweet spot that gets you a deep understanding of what's going on, coupled with the ability to jump in with confidence and start doing things yourself. VERY pleased with my course purchase, and look forward to more by her!

  • Clear, concise, introduction and extension of concepts required to efficiently generate Minecraft style worlds, including Perlin noise and fractal Brownian motion.

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Instructor Details

Penny de Byl

Hi, I'm Dr Penny de Byl.  I'm a full stack developer of most things computer sciency and academic with a true passion for teaching.  I've been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I've also consulted for Unity, SAE, the Australian Institute of Entertainment and Wikitude. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide.  My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.

I have an honours degree in computer graphics and a Ph.D. in artificial intelligence for games characters.  Over the course of my career I've won numerous awards for teaching excellence at the state, national and international levels including the Australian Learning and Teaching Council's Excellence in Teaching Award and the Unity Mobile Game Curriculum Competition. My approach to teaching computer science and related fields is project-based giving you hands-on workshops you can immediately get your teeth into.

I want you to leave my virtual classroom fully armed with a toolkit of skills for life-long learning.  I'm excited to now be focussing my efforts full-time on Udemy to bring my years of knowledge and experience to those eager to learn about technology.


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Reviews

4.2

1,754 ratings on Udemy

Select a bar to show only those reviews.Select the bar again to show every rating.

By Jeffrey on 11/30/2025

It's mostly her typing out code and barely explaining what it does and why. There is no logic, no assist. It seems lazy where the instructor just wants to pump a video out and make some money.. Good thing I bought it at a discount. It's lazy with barely any learning. She explains what vertices are, but for people looking for more of the logic behind the code, expect none. In another Udemy tutorial (different Udemy course) on C# and Unity, the instructor goes through the code, best practices, making sure there is less likelihood of errors.. Which by the way, this instructor (for this voxel tutorial) just blazes through code typing and wants you to copy paste. She changes around some names and barely tells you... So lazy... And then, I get some errors that I have to go through the code and sort it out and even ask AI for help adjusting. And she sells this garbo at $80 normally and doesn't work hard at all... LAZY.

By Dave J on 7/10/2023

Enjoyed the course. I liked that it's been updated using a more recent Unity version, with newer functionality to improve performance of the world building. A few lessons, I needed some help from the Q&A sections - things that weren't addressed in the video, or optimizations (or another way to do something being done in the video). But overall, the explanations were clear, and I learned a lot of new things about generating voxel worlds. Not enough in the course to create a full game, but it's a good starting point.

By Jelly World on 5/27/2023

I love the course! For the positives: It has been easy to follow, lots of great concepts and it is everything that was promised. For the negatives: There is so much repeated code! Part of learning programming is if you have to repeat a line of code, it is time to refactor. Especially with the uvBlock array. Creating a simple function to calculate the uv sprites by position in the sprite sheet would be a lot easier for a beginner to understand than that beast of a multi dimensional array. Especially if you were to change your sprite sheet with different dimensions. Although there is value in leaving some of the refactoring to the student after the course is done, there are some things that end up being a potential buggy nightmare. Addressing it earlier in the course might also be good, if some parts are specifically not refactored due to potential performance issues. This is another great course from Penny (I also took the amazing Shader course) but would like to see cleaner code, not just to get it done.

By Scott Moses on 1/21/2022

This updated version (as of 2021) is an excellent course and one of my favorites. Great overall strategy for building out, step by step, complex game logic, and incorporating parallelism and asynchrony. The deep dive into C# coding in Unity, really differentiates Penny's courses from the others on Udemy and elsewhere. I have only 2 suggestions. First, consider putting the code in a git repository, with each course section as a different branch. The udemy approach to tacking on resources to lectures feels haphazard. Secondly, and more importantly, the level of coding practices does not match the excellent coding complexity and depth. As an examples, there is frequent duplication of more complex code that might be best reused from a methods and variables. I frequently refactored what I saw Penny perform, in order to avoid repetition and improve code readability. There are also many simple autocompletion tricks that Penny did not use. One of the benefits of code along, is picking up new coding strategies for design, readability and efficiency - and this is less present here. However, I'll repeat, that is updated version is an excellent course and the small suggestions for improvement, are far overshadowed by awesome content and Penny's teaching style. Thanks for another great course Penny.

By Bernd Salewski on 9/25/2021

I write this review after having completed the full course. The good parts: Penny has a great voice and is easy to understand for a non-native speaker. I really liked listening to her explaining the content of this course. It really motivated me to come back to this course and work on it every day. I really appreciate that Penny took the time to update the course for using the C# Job System plus Burst Compiler to get a performance boost. This serves as a good entry into how to to create and manipulate meshes within the new Unity Dots tech stack. Especially since the official documentation is a bit lacking. It shows how committed she is to provide high quality educational content. Penny gives the learner little challenges for applying the learned material on his own, before showing how it's done. I really appreciated this "interactive" approach. Just following someone writing code in read-only mode can be quite boring. The not so good parts: Sometimes there is too much speaking the code out loud while it's written. There is not so much value in this, when I can see the written code. While on the other hand some more detailed explanation here and there could have been added. But usually links to more in-depth resources are provided. Some of the code is written a bit sloppy, poor naming of variables for example. I am aware this is not a course on writing clean and elegant code but in the end you have a running example which is quite messy. I would definitely recommend some refactoring before using the code as a base for more explorations into Voxel Worlds. Overall I really enjoyed this course and learned some valuable new Unity skills.

By David Pulcifer on 8/26/2021

Edit for Newer version: The new version of the course is very much improved! The explanations of Perlin Noise were good before, but are even better in this version. The end product is a lot closer to a useable project than before. The performance improvements are significant and the teaching methodology is fantastic. My last remaining critique is there are a couple things implemented at the end of the course that were only half implemented and which create major problems the student would need to solve. The way water is implemented means your caves will all be filled with water. And the way the water post processing is implemented makes it look like you are under water any time you dig down deeper than the water level, even when you aren't in the water. It's a cool effect but I'm not sure the approach being used would be easy to fix. It would probably be better to go a different route with the water post processing. So, the time spent on the post processing could probably be better spent finishing up the water implementation so it doesn't fill in the caves, or spending more time on Biomes. I know the course can't go on forever, so I think it would be better to leave out the post processing, and wrap up on a fully implemented water system, so the student ends on a high note and a feeling of completion. --------------------------- Fantastic primer on Perlin noise and procedural generation. Note that (as of August 2021) this is still the original Unity 2017 course. The instructor has promised an updated course, but it hasn't been released yet. I was fooled by the update stamp, and thought it was a newer course. The course as-is has some very interesting concepts, but the code is not optimized enough to create a viable project. Expect to do research of your own to get it in shape to actually use. Also of note, this is one of the instructor's earliest courses, and as you might expect there are some areas that could be smoothed out that are much improved in her later courses. The teaching method is primarily explaining pre-written code, but the problem is there are code additions and refactoring that happens from video to video which is harder to follow along in this style. This is compounded by the fact that the instructor doesn't always catch all of the changes that were made, so several times I had to download the example project because I had no clue what I had missed when following along with the video. Overall decent course and I'm looking forward to the update when it is released.

By Filipe Miguel on 3/20/2021

Dr. Penny de Byl has been promising an update for the past 2 years. There are some real issues about this project as a whole. One of them is faking multi-threading with coroutines, another is the instancing and destruction of every single quad. Even with a job system it's just too much. This course did take me in the right direction, I eventually ,through research, managed to optimize the code, but it's completely different of what this course originally provided. Different enough that, to be honest, I feel like I got cheated a bit. This course should had have a disclaimer about optimization and use of bad practices. For someone of your caliber, the quality of this course does not match.

By Benjamin L OBrien on 12/13/2020

A pretty solid example of begginigns of a Minecraft world.
It did not have the water decrease in height using slope and height adjustment as it spread from the main block after impacting blocks while spreading out.
Biomes is based on a height system and not a perlin noise application.
They never addressed functional blocks like the forge, red stone etc.... Does not address Zombies or mob spawns.
It could be said that this not expected in the tutorial, but but the title is how to Program Voxel Worlds.
A world is about more than terrain as is evidenced in its definition.
As I said, a solid example of creating the terrain for a Voxel World.

By Mariam Murshid on 12/6/2020

It's been so amazing so far and I love how she is explaining everything so well!

By Knight_solaire on 12/6/2020

By section 6, you've managed to explain in 20 mins things it took me a month of trial and error to learn on my own. This is a wonderful foundation and is going to save lots of people lots of time! This is great!

By John Adams on 12/6/2020

This course is amazing! Penny has go to be, hands down, one of the best instructors on game development, Unity, and C#! In the span of three hours, I have learned so much that it rivals my graduate program!

By Nitin on 12/6/2020

I started learning Unity and C# six months ago (going pretty hard out at it). I had to repeat the course material 2-3 times over to fully grasp the concepts. And boy was it worth it! Very good learning experience overall and a powerful tool to take with for future projects! Thanks Penny, hope to see more Unity related courses from you, I'm pretty hooked!

Showing 12 of 297 reviews

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Overall Score : 84 / 100