This is a voxel terrain engine implemented from scratch in C++ with the graphics API OpenGL and the shading language GLSL. The engine uses a combination of the marching cubes algorithm and simplex noise to generate the voxels and the materials. The genereated terrains are infinite and highly customizeable. For mountainlike terrains, 2D-simplex noise were used to generate a heightmap. For cave systems 3D-simplex noise were used to enable overhangs.