A downloadable game for Windows

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Hello this is a side project of mine. Where I'm just trying to make a voxel game like minecraft.

Ideas:

Take features from minecraft mods like, Immersive Engineering, Thinkers Construct, Realistic Block Physicist, Water Overhaul, Harder Mods (inc. Harder Stones, Harder Harvest), and much more. To implement its features to base game.

Why not just make a mod instead?  Well I am actuality making minecraft mods parallel with this project, I just wanted to try something new instead! Also, when making a game I can decide how i want to do anything. Where when making mods, you have some limitations!
  

SYSTEM REQUIREMENTS

    MINIMUM:
    • OS *: Windows i guess....
    • PROCESSOR: A potato
    • MEMORY: well idk
    • GRAPHICS: If you are rich enough
    • STORAGE: Well at least 100mB
    RECOMMENDED:
    • OS *: Windows 11
    • PROCESSOR: Intel® Core™ i7-8th Gen
    • MEMORY: 24 GB
    • GRAPHICS: NVIDIA GeForce GTX 1060 3GB
    • STORAGE: 1GB

Well remember the Recommended are just my PC specks :3 I'm not sure what you actually need...


Updated 9 days ago
StatusPrototype
PlatformsWindows
AuthorTriandon
GenreAdventure
Tags3D, Minecraft, vintage_story, Voxel

Download

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Click download now to get access to the following files:

TestBuild_Build2.zip 35 MB
TestBuild_Build3.zip 35 MB
TestBuild_Build4.zip 35 MB
TestBuild_Build6.zip 35 MB
TestBuild_Build8.zip 35 MB
TestBuild_Build9.zip 35 MB
TestBuild_Build11.zip 35 MB

Development log

Comments

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I like this. I really like see the blocks falling from the sky to spawn in chunks. It would be cool if you could bank off of that, though that sounds challenging. I may give it a try myself. Also happy new years lol

Hello Lyon, thank you for commenting on my project! The block "falling from the sky" may seem like they are falling, but they are just chunks that have not been loaded yet lol. And for some reason the order of loading makes so it looks like they are falling form the sky :O

What ideas did you have in mind, about expanding on the "block falling chunk gen". Cause when now I think about it, it sounds really fun. 

And yeah, Happy New Year!

Like Imagine instead of a single block falling from the sky, the chunk falls from the sky and builds itself like a lego set lol. Not the full chunk just say the top layer falls down and builds itself into existence.

Hello Lyon, sorry for the late response I was on a long road trip. Well your idea sounds really fun! I think that I won't add this as a default feature, cause of potential lag issues and the fact that the project would focus on realism in the later stages. However I could add this to be a optional option in the settings. Something called "dynamic chunks", lol. This really sounds interesting and fun, ill try to add something like this maybe in the next build. Cheers!

No worries, hope the trip was a good time. Have you seen the video on voxels, where the dude was able to render over 32 Billion voxels in real time? I def recommend it if not! Its got a ton of good info in it.

(+1)

Well thank you. I'll definitely have a closer look into that video, it may give me some optimisation ideas. For you I would definitely recommend this video here; https://youtu.be/CJ94gOzKqsM?si=4lDKOXsFtqMjkdhs      maby not the best explanation video, but it gives an idea of what next steps to do. Also it's funny lol.

nice block game MC clone voxel engine, im also making one too, so seeing other ones too is always so fun

Yeah it's always so fun to see other fellow developers make mc clone games. The best part is the small unique differences that each game offers.

Do you have any recommendations for what i could fix/change/add to my project? 

i specifically wanna ask questions on the project.

how does your chunk system works? and also how much multithreaded it is?

also is it cubic chunks or not? like it does seem like a cubic chunks due to the amount of chunks but also it doesn't extend infinitely down, its as if it is cubic chunks but artificially limited upwards and downwards to still have a height limit...


interesting

(2 edits)

Hello again.

I had recently finished adding multi threading, in the test build 8. The system works by scanning the amount of cores that your cpu have, and assign a thread to each. The multi threading is manly used to generate chunk data;Terrain generation, and calculating mesh data. Later i run it on my main thread, with a queue system.
As for now ill got 25-30 fps with 64 render distance with my old 8th gen Cpu. It still isn't perfect but it works.

When it comes to the chunks. Its cubic system. I sat a fixed world size for now at 10 y and 200 x,z. But in theory you could go infinitely in all direction. And yeah the share amount of chunks can be sometime overwhelming. Reaching in hundreds of thousands! But later i plan to limit the y direction generation to the terrain generation height, and make so when a player moves over it, it generates a chunk. So y size = worldSize.y + player position over world size.y. This way i could save a lot of performance by not having to generate thousands of empty chunks.

What system do you use? I saw in your C++ project that you mentioned the view distance in kilometers of blocks. How do you achieve it, especially when a player moves.

Cheers!

okay as for my MC clone:

how i achieve kilometers of render distance: you know the chunks are stored in a hashmap for the chunks with their chunk coords etc... so think of that but instead we get 5 of them.

basically the LODs are just separate grids of chunks, and chunks also know what LOD level they are so when rendered their LOD is also taken into account, so LOD0 chunks are rendered in LOD0 chunk coords, while LOD1 chunks are rendered in LOD1 chunk coords, and so on until LOD4.

and each LOD is 2x2 its previous level, so LOD1 is 2x2 LOD0 space, LOD2 is 2x2 LOD1 space, and so on, until LOD4 where it takes the 16x16 LOD0 space.

also each LOD level has the same 16x128x16 (to be faithful to Alpha) voxel data, and they are all meshed the same, the only difference is when generating LOD chunks the terrain generator itself skips the worldX and worldY and worldZ by the LOD factor.


and so basically instead of just one grid of chunks, i have 5 grids of chunks all stacked on top of each other and each using the chunk coords for their own LOD level..


and if you wanna calculate the render distance, basically take the length of LOD4 chunk and multiply it by the render distance, so LOD4 chunks have the length and width of 256 blocks, and on 16 chunks render distance radius, it ends up as 16x256 = 4096 blocks of render distance

(1 edit)

WOW That's genius! Now it makes sense how you did achieve it. What i tried were the greedy meshing system instead, but it still had some problems at long view distances. Ill can only imagine how much performance boost i will get with using both of the systems!

What are you plans for the feature? Do you plan to stop at one point? Or do you have bigger ambitions?