Using Godot and relying heavily on its features
Making a Minecraft Clone has been on my mind for years; it's such a simple idea, with so many different implementation opportunities.
I learned a lot about MultiMeshes to make this possible. They are pretty tricky to figure out, but they gave me huge performance upgrades! On top of that, I was able to limit the number of hitboxes significantly by using a set number of them that are relavent to the player, not the world.
Most of the math I did was from rendering in chunks. Identifying the extents of a chunk, the positions of blocks in them, and accommodating negative numbers was all very math intensive.
The video I posted on my channel, Teenage Code, takes a deeper dive into how all of it works.