Chunk life cycle is a small state machine driven off a generic worker-thread job system, so terrain generation, disk load, and disk save never block the main thread.
Terrain generation uses five independent 2D/3D noise maps combined: continentalness, erosion, peaks-and-valleys, temperature, and humidity. Each mapped through a spline/curve to bucket a column into a biome before block types are chosen.
Two-channel light propagation (outdoor "sky" light and indoor "block" light) stored as two 4-bit fields packed into a single byte per block, propagated outward from light sources through a dirty-block work queue.
Lighting is baked into vertex colors at mesh-build time, not computed in the pixel shader per-frame: each vertex averages the light influence of its four adjacent blocks (side/side/corner/center), giving Minecraft-style soft/smooth per-vertex lighting and ambient occlusion in one pass.
Chunks are saved with a custom run-length-encoded binary format (magic header `GCHK`), so mostly-uniform chunks (all-stone, all-air) compress to a handful of bytes instead of one byte per block.
Physically simulated player movement (gravity, drag) with raycast-based digging/placing rather than a simple grid-snap interaction.
Stack-based item inventory system with a Minecraft-style hotbar and a separate storage-grid menu supporting left-click swap and right-click stack-splitting, not a creative-style unlimited block picker.