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Quantum Developer
Приєднався 11 січ 2014
I'm working on a Minecraft clone called Cubyz and I make devlogs about my progess.
A devlog from the perspective of an in-game character
This video starts with a short story about a fictional in-game character who lives through all the changes that have been made to Cubyz in the past months.
And there have been many changes. Most importantly, I implemented world saving and multiplayer into the zig version of the game, which means that "Cubyz is actually playable (no raymarching)". The world shown in the video was produced during many multiplayer sessions on the discord server.
Apart from that there were also some performance optimizations, new textures by Carrie and physics and some terrain generation changes by GeraForever.
- Discord: discord.gg/urX5CxW
- Github: github.com/PixelGuys/Cubyz
Cubyz is an open source voxel sandbox game.
Cubyz will be updated every couple months.
0:00 The Story of Cubert
4:22 World saving
6:20 Multiplayer
7:20 quanturmdoelvloper
7:39 Large Structures
8:08 Textures and Physics
9:07 Other Oddities
9:33 The first adventure map
10:21 Performance
13:38 The End
Music: None :(
#devlog #gamedev #voxel
And there have been many changes. Most importantly, I implemented world saving and multiplayer into the zig version of the game, which means that "Cubyz is actually playable (no raymarching)". The world shown in the video was produced during many multiplayer sessions on the discord server.
Apart from that there were also some performance optimizations, new textures by Carrie and physics and some terrain generation changes by GeraForever.
- Discord: discord.gg/urX5CxW
- Github: github.com/PixelGuys/Cubyz
Cubyz is an open source voxel sandbox game.
Cubyz will be updated every couple months.
0:00 The Story of Cubert
4:22 World saving
6:20 Multiplayer
7:20 quanturmdoelvloper
7:39 Large Structures
8:08 Textures and Physics
9:07 Other Oddities
9:33 The first adventure map
10:21 Performance
13:38 The End
Music: None :(
#devlog #gamedev #voxel
Переглядів: 19 234
Відео
Block Models, Stairs and Mesh Optimizations
Переглядів 19 тис.4 місяці тому
In this video I demonstrate you the new block models and stairs and I explain how I store my chunk meshes in memory. There is a simple optimization that is often missed by other developers. To highlight this I show how 3 different, well-known engines store their meshes and how they could reduce them by 4× to 6×: @Hopsonn → "Minecraft in a week" and "Let's code Multiplayer C Voxel Game" @finalfo...
I had to sacrifice a feature to implement Lighting
Переглядів 23 тис.6 місяців тому
In this video I show you how I implemented the (floodfill) lighting system. Smooth lighting in particular ended up causing me some trouble with the rendering technique from ua-cam.com/video/h4kADUAj63Q/v-deo.html for voxel models which meant I had to make some sacrifices. I also fixed the last bug from the volumetric fog video, allowing me to record a much cleaner scene of the foggy forest. - D...
Volumetric Fog is actually doable (no raymarching)
Переглядів 91 тис.11 місяців тому
In this video I show all the issues I encountered while making rasterized volumetric fog a reality. Overall rasterized fog turned out to be comparatively cheap and probably a lot cheaper than raymarching would have been. In the end I also show a few demo scenes. But most of these are not implemented into the game. - Discord: discord.gg/urX5CxW - Github: github.com/PixelGuys/Cubyz Cubyz is an op...
Making colored glass and other cool transparency effects
Переглядів 5 тис.Рік тому
Transparency is not that easy, especially not when you are restricted by the blending function. Despite that I managed to put 3 different effects into it, and later I also attempt to add a fourth one which almost works out. Projects that were shown in the video to showcase other transparency approaches: Raycasting: www.shadertoy.com/view/dsSXWh (even this comparatively simple demo is enough to ...
Everything is an interactive window
Переглядів 5 тис.Рік тому
I made a gui system for my game with a wood and stone style. Cubyz is an open source voxel sandbox game. Cubyz will be updated every couple months. - Download the java version of the game(you need java 11 or higher): github.com/PixelGuys/Cubyz-Launcher/releases - Github: github.com/PixelGuys/Cubyz - Discord: discord.gg/urX5CxW Chapters: 0:00 The game now has a menu 0:20 customizations 1:05 fun ...
It should have taken just 5 minutes (mipmapping)
Переглядів 3,1 тис.Рік тому
Mipmapping is really easy to implement, excpet for voxel models. Cubyz is an open source voxel sandbox game. - Download the (outdated) java version of the game(you need java 11 or higher): github.com/PixelGuys/Cubyz-Launcher/releases - Github: github.com/PixelGuys/Cubyz - Discord: discord.gg/urX5CxW * obviously it will have a different name. Chapters: 0:00 Moiré patterns 0:52 mipmapping is easy...
Text rendering is harder than you think
Переглядів 2,1 тис.Рік тому
Unicode text rendering is a big mess. Cubyz is an open source voxel sandbox game. - Download the (outdated) java version of the game(you need java 11 or higher): github.com/PixelGuys/Cubyz-Launcher/releases - Github: github.com/PixelGuys/Cubyz - Discord: discord.gg/urX5CxW Chapters: 0:00 The 3 Challenges 0:18 1. Challenge 1:38 2. Challenge 2:21 3. Challenge 3:32 how to render text? Freetype! 5:...
I failed - Procedural Textures
Переглядів 3,4 тис.Рік тому
A procedural crystal texture should be easy right? Well, I failed. Cubyz is an open source voxel sandbox game. - Download the (outdated) java version of the game(you need java 11 or higher): github.com/PixelGuys/Cubyz-Launcher/releases - Github: github.com/PixelGuys/Cubyz - Discord: discord.gg/urX5CxW Chapters: 0:00 I failed 0:13 crystal texture 2:01 this is looking very good 2:25 git revert 3:...
Procedural Textures
Переглядів 9 тис.Рік тому
In this paper I propose a new 3-to-3 random number generation algorithm. More seriously though: In this video I explore procedurally generated texturing using simplex noise. This works quite good and I even found a solution for things that cannot be represented by noise, like a crafting table. Cubyz is an open source voxel sandbox game. - Download the (outdated) java version of the game(you nee...
Detailed voxel models
Переглядів 3,2 тис.Рік тому
In this video I explore voxel model rendering using parallax raymarching. This reduces the triangle count compared to a pure rasterization model. In the future this might allow me to add more details to the existing blocks. Cubyz is an open source voxel sandbox game. - Download the (outdated) java version of the game(you need java 11 or higher): github.com/PixelGuys/Cubyz-Launcher/releases - Gi...
Time for another rewrite ... in Zig!
Переглядів 3,6 тис.Рік тому
After optimizing I got some heavy lag-spikes. In order to prevent this I have decided to try another rewrite. I have chosen Zig this time. Zig is promising new language that already dominates when it comes to cross-compilation and generics. Go check it out: ziglang.org/ Zig may be a bit buggy right now, but despite that it was the best choice for me. A few things about zig that I didn't mention...
Multiplayer without a server using UDP holepunching
Переглядів 5 тис.2 роки тому
Imagine a multiplayer game that doesn't suffer from server outages and that doesn't require regular income for the servers to run. That's what I tried to do for Cubyz. And it actually works. I'm using UDP holepunching with some modifications to initiate the connection. Because I'm using UDP I also had to effectively reinvent TCP to make sure important packets are received. Cubyz is an open sour...
Making a procedural crafting system
Переглядів 228 тис.2 роки тому
Making a procedural crafting system
How I failed to rewrite Cubyz ... twice
Переглядів 6 тис.2 роки тому
How I failed to rewrite Cubyz ... twice
Cubyz: More than just another minecraft clone
Переглядів 13 тис.3 роки тому
Cubyz: More than just another minecraft clone
Fun I could contribute blocks but don't think I have the texturing skills for it. Will try to appear in multiplayers.
I am inspired to attempt greedy meshing now, albeit it does sound a little scary.
It took me almost 1000 lines to integrate into Cubyz, but half of that is just copy pasted code.
Best dev to ever exist
He might get sued by Mojang
Huh? What for?
@@quantumdeveloper2733 the game having blocky stuff and clear inspiration from Minecraft (higher chance he gets sued if he makes the game cost money)
@@boryanazammit Nah, Mojang doesn't have the exclusive right to make block games (they didn't even come up with the idea). All they have is a trademark and copyright of their assets/source code, and I'm violating neither of them. Also I won't monetize the game anyways.
@@quantumdeveloper2733 ye but ther is always a little small chance it still hapenes
@@boryanazammit So what? There is a little small chance that I might get hit by a car and die.
have been trying to figure out a very challenging project in garry's mod very similar, except the game goes in the server and not the other way a unique issue with putting the game in the server is that the whole memory is wiped on update, so I must constantly export the memory to somewhere else and save on server restart, the main problem is that I am limited to 1000 props (shapes that have collision) and 1000 holograms (shapes that have render control), and have two options option 1 is that I have each 'client' use their own prop and hologram supply, which may interfere with anything they want to spawn and requires them to 'connect' option 2 is for the 'server' to share a supply across all players, which at the player cap of 20 gives each player a total of 100 visible shapes an additional challenge is that I am limited to creating these finite shapes at two per-second burst rates, I can reuse props and holograms by repositioning them, but any shape change requires destruction and replacement
I like the idea of having a story in the video. But I would recommend to only add them ocassionally. Rare enough that they are always a pleasent surprise. Sometimes an overused highlight looses it's glitter.
Q*Bert eh?
Oh, wow. I did not notice.
@@JoBot__ I don't even know that it was intentional, but I like to think he was making a reference.
I've recently learned you can make surprisingly good looking sky boxes out of a cloud of bill boarded images, and unlike how most games handle bill boarding now a days you can do it exactly as was done in the days of the SNES, just drawing 2d images in such a way as to make them appear 3d without the need for Z-buffering which is slow in comparison. Since the order that you'll want to render the billboarded sky is not likely to be changing much there is little layering logic necessary. Additionally, this gives a lot of control over the sky as you can rotate bill boarded objects independently around the player.
therepyramid absolutely cracked me up. love the story format, its totally unique! looking forward to future updates
So... Vertical slabs?
more than that, for details see my previous devlog.
The story at the beginning is strangely philosophical...
I think we need to found therecommunal to balance out the disharmony created by the rivalry between therepublic and thereprivate
wht the well kept reminds me to that desert well notch made lol also when the republic became there public everyone agrees to add there everywhere
What a great theredevlog
Something more than minecraft ?
I am in love with you in an exaggerated sense. Trying the render distance for free is one of my biggest dreams. Frankly, I hate mojang, but it's not something to worry about.
the story was very fun
Implementing multiplayer was pretty simple, I just had to draw the rest of the bird
XD
A better sky texture could make this game look much better than it does now
Im sad i cant play on mobile
Yeah, that story was a lot of fun, keep up the good work
It would be cool if the code had more comments.
Generally I try to follow the philosophy of using good variable names instead of comments to make the code readable. But if there is a particular section that you found difficult to read, then I can try to improve it.
chess battle advanced
shogi skirmish complicated
Where did that come from?
chess evolved online
I'm surprised anyone would recognize me from the occasional chess battles I play.
is there a world high?
No. Well apart from the 32 bit integer limit of course, but that's practically infinite.
@@quantumdeveloper2733 hmmmmmmm I wonder can you add banners (like Minecraft) in the next update? I’m planning something
awesome game!!! i love the textures and the biome generation and the level of detail!!!! i love seeing so many people making voxel games, one day i hope to gain the skills and motivation to make my own little voxel game
11:25 you could try using a capture card
This is a brilliant idea for a devlog! Might see if the game runs on linux under proton. Edit: Never mind, saw the build section.
Well, it does run fine with wine, I use that for testing and debugging the windows build sometimes.
@@quantumdeveloper2733 you use Linux?
I love your accent, and the game is really cool!
incredible video, loved it!
Yessss I really loved the little story at the start even though I'd never seen this game before
Storytelling is of great appreciation
Nice devlog
cubert is my cousin
3:40 “At least that’s how Cubert and his companions interpreted the events” could some up the video thus far
theremember to therespond when theremaining players thereleay messages
The format is so creative!
I think the story in the start was really fun! Even if you can’t include one in every video, it’d be cool to see it done more often! (I clearly chose the wrong time to leave the discord; just before the multiplayer stuff)
I can't wait for future content and the dev logs are always nice to listen to.
May that one guy who named himself “Rust>Zig” forever burn in the Nether…
That's me, and considering the temperatur of the last few weeks, i might as well already live there xD
@@till8413 Yeah, it’s been slightly toasty here in Germany over the past few weeks. Though the worst thing ain’t the temperature, but the humidity. :/ And it’s supposed to be a little rainy over the next few days, so it’ll get even worse, lol. Fun times.
@@ThePC007 then you know my struggle haha. well huminity is quiet low here in Berlin, too low actually xD i completly dry up
Cubyz has genuinely been life-changing for me! It's gotten me back into pixel art, and it's helped me socialize with its awesome little community. I'm very happy with how the game is turning out, and I can't wait to see more! Good luck with the rest of the project (and thanks for the cameo!) 😊
ze germain iz reeiley strohnk in dis aone
UA-cam offers to translate this comment into English, but it literally changes nothing.
I lost my sanity on some of those physics bugs
asriel jumpscare
That's a really interesting idea :3
This video will get picked up by the yt algorithm, I can feel it
ah yes *Jump n Run's* , totally different from Parkour XD (PS.: You were one of the few last pushes that made me finally start making my game, recently on the 8 month anniversary i achieved the greatest success so far, i fina;ly finished my level generator for the game, since it's a EtG inspired roguelike, thanks for the motivation)
therepublic
therecomment
@@Kesuaheli Therereply
theprefix
therepublic
hereprivate
"And of course there were _heretics_ who only left ominous signs around." Sign: *_MEME_*
May-May
seems better than cosmic reach.
I think Cubyz has a few things that help it: - It's fully open source, so people are contributing to it - Quantam has been working on Cybyz for longer than FFE has been for Cosmic Reach - FFE spent a lot of time (probably too much) trying to get Macos to work nicely and trying stick with an older version of OpenGL (FFE is short for FinalForEach)
Great video with cute story, keep the good work