Space Cubes is a WIP game (in it's very very pre-alpha) that was inspired from Minecraft. No, it's not another Minecraft clone. You can think of it as a hybrid between Terraria, Minecraft and 0x10c.
You can find more information on the development on the Space Cubes website! To-do list: Legend: - Not important + Medium * Very important
* Add texturing (Progress: 40%) * Optimize world saving from 21MB to 3MB (Less files) Done! * Fix dat whole bunch of un-updated blocks done =D * Add world saving (Progress: 75%) DONE! * Add chunk culling and optimize rendering (Now, it lags at 9 chunks rendered!) Proved to be a problem with my GPU and CPU...
+ Add skybox
+ Add crafting
- Add infinite world (Do later)
Crafting (ok, maybe this was "inspired" )
-- No recipes yet --
Screenshots (because no pics, no "clicks")
Older screenshots
Pre-alpha map submissions
Now on the website.
Downloads
Now on the website!
Please note that in the test version:
You will be able to enter and "float" in blocks by entering the sides. I am still figuring out how to fix that. There are no textures. Only colors. You can find debug information at the window title bar:
R stands for rendering time used.
P stands for processing time used.
FPS is self-explanatory.
V stands for the number of vertices the GPU has to draw.
B stands for the number of blocks the GPU has to draw. This includes blocks with only 1 face shown.
Hand stands for the object you are "holding".
Here are the keys:
WASD for walking
Mouse to look around
V to force-save the world.
R to force-respawn.
And here are the keys you can use for changing the block you are "holding"
1: Dirt
2: Grass
3: Rock
4: Cracked rock
5: Voidrock
Left-click to break blocks
Right-click to place blocks
Please note that you would be only able to place blocks BELOW your feet. It is quite buggy too: I would be adding screen-to-world code later on.
Dirt is brown.
Grass is green.
Rock is white.
Cracked Rock is gray.
VoidRock is red.
It is only a 5x5 chunk world (normal render-distance)
The program will save the world when you press "V" or on normal exit.
It will save the chunk that you are in every 5 seconds. (Because each chunk is so small, it won't lag at all.)
You can find your saves in the "saves folder" where you ran your .jar. (Changing to %appdata% soon)
Please note that the saves may mess up sometimes when I change the world height for example.
You can PM/post me your worlds so that I can put it in the Pre-alpha world downloads section.
The world will be named "TestWorld".
You can also PM/post me your FPS and details so that I can improve Space Cubes more.
Details for developers
Now on the website!
Changelog
On the website...
Terms and conditions Making this game took a lot effort. Please do not distribute the game if you have it. This includes pirating. I allow you to decompile the code for learning purposes and to make mods for it, but please do not blankly copy it into use in another product and claim that it is yours. I would not be making it open-source, because I plan to sell it one day. Thanks for reading this gobblygook.
Credits: People who made this happen
On the website.
Disclaimer on textures I'm not much of an artist. So basically, in layman's terms, my dirt looks like poop. Literally. So can I pwease temporary use Minecraft's textures? Thanks!
That is, until I can contact my friend.
Hasn't Cubeland been done before?
Try calling it something like Space-cubes or Galaxy-blocks.
Yea, I know, but the problem is that I have already gone to as much as 20+ classes and 10 packages so changing them is a pain in an ass. Another reason though - I would like to see if Slamacow allows me to use Cubeland as the menu song. It sounds epic. I think you were referencing to http://us.cubelands.com. I should add this to the disclaimer too. We're too different things altogether.
On a side note, don't have any high expectations for snapshot pre-alpha 0.2.2 12w41a. There is no texturing, world is limited to 3x3 chunks, 256 is the map height (awesome ) and I can barely reach 30 FPS. No skybox too.... and only dirt, grass, rock, cracked rock and void rock. The rendering engine still needs a lot of improvements though like culling. I need some time though, I only started learning OpenGL 2 weeks ago!
Added a to-do list and pre-alpha 0.0.1 to 0.2.2 screenshots.
If you use eclipse you can use the option refactor, you can change all the uses of the class, methods variables or anything in the whole project to what you refractor it too.
You may want to learn how to use VBO's or learn some Frustum Culling, and remove anything that is not really visible,
If you use eclipse you can use the option refactor, you can change all the uses of the class, methods variables or anything in the whole project to what you refractor it too.
You may want to learn how to use VBO's or learn some Frustum Culling, and remove anything that is not really visible,
Thanks. I know about the rename function, but I am using Netbeans (switch from Eclispe for its profiler and UI) and I think that it has refactoring too.... gotta check it out.
Yep, I am learning VBOs and frustum culling. Just a bit confused by the Maths though. Being only 13, I have no idea how they work :S
On a side note, I managed to render 2034 blocks (16000 verts) with 30 FPS. Also, I finished the Chunk Level parser! YAY!
Here is a planned version of the file format:
Space Cubes chunk level file format
Byte Data
-- meta.mat -- (45 bytes)
0-30 Level name
31,32,33 Player position
34,35,36 Player rotation
37,38,39 Default spawn
40,41,42 Spawn location
43,44,45 Time (in ticks)
This sounds cool.
Do you have any ETA when the first pre alpha footage will be shown? or even a screenshot?
I actually already have pre-alpha, just that it is SOOOOO pre-alpha that it dosen't even look like what it is supposed to be. Screenshots are avaliable now. I expect pre-alpha/alpha to finish by the end of this year.
Alot of Minecraft inspired games turn out as another failed attempt at Minecraft, but this one looks really promising and I'm looking forward to it. I can't wait to see what you come up with!
Thank you
Wow guys! Thank you for all your support! It really has helped me with more confidence. Thanks!
Seems like a good experiment. I haven't really seen a lot of games like this before.
To be honest, It doesn't remind me of Minecraft at all, looking at the screenshots.
Keep it up, I believe it will become something big.
As in which? The wireframe? Just getting some feedback to see what people want. Actually the wireframes are just a placeholder...
Thanks
Thanks, screenshots are now online!
Wait, what w's blog? :S
I hope it will
I actually already have pre-alpha, just that it is SOOOOO pre-alpha that it dosen't even look like what it is supposed to be. Screenshots are avaliable now. I expect pre-alpha/alpha to finish by the end of this year.
Thank you
Wow guys! Thank you for all your support! It really has helped me with more confidence. Thanks!
wollay's blog, aka where he is giving his information about updates.
The Meaning of Life, the Universe, and Everything.
Location:
Singapore
Join Date:
4/30/2012
Posts:
62
Minecraft:
limdingwen
Member Details
So.... what kind of cubes do you guys want in the game? I set up a poll above.
On a side note, I found out why the save size is so huge - 3kb was taken for file name for each and every file. Gotta get to work!
Also, I am learning about VBAs. Trying to making chunk culling (only render chunks the side the player is facing). Needs to do math!
VBA's if I remember right are static and cant be changed
But I'm using translatef, and the cubes are all the same, is that right?
Edit: I have no idea how it works, so yea. I'll be using glBegin first and getting things done right first before optimising the rendering. In my opinion it is already OK because it runs 5x5 chunks (normal render distance) at 50fps on my friend's laptop. Which is what FPS he runs Minecraft at. I get that there are entities and such.... argh, OpenGL is so damn hard when it comes to these things.
Side note: I managed to decrease the file size from 24 MB to 146 KB. Awesome!!!!!
Visit the Space Cubes website here!
Space Cubes is a WIP game (in it's very very pre-alpha) that was inspired from Minecraft. No, it's not another Minecraft clone. You can think of it as a hybrid between Terraria, Minecraft and 0x10c.
You can find more information on the development on the Space Cubes website!
To-do list:
Legend:
- Not important
+ Medium
* Very important
* Add texturing (Progress: 40%)
* Optimize world saving from 21MB to 3MB (Less files)Done!* Fix dat whole bunch of un-updated blocksdone =D* Add world saving (Progress: 75%)DONE!* Add chunk culling and optimize rendering (Now, it lags at 9 chunks rendered!)Proved to be a problem with my GPU and CPU...+ Add skybox
+ Add crafting
- Add infinite world (Do later)
Crafting (ok, maybe this was "inspired" )
-- No recipes yet --
Screenshots (because no pics, no "clicks")
Older screenshots
Pre-alpha map submissions
Now on the website.
Downloads
Now on the website!
Please note that in the test version:
You will be able to enter and "float" in blocks by entering the sides. I am still figuring out how to fix that.
There are no textures. Only colors.
You can find debug information at the window title bar:
Dirt is brown.
Grass is green.
Rock is white.
Cracked Rock is gray.
VoidRock is red.
It is only a 5x5 chunk world (normal render-distance)
The program will save the world when you press "V" or on normal exit.
It will save the chunk that you are in every 5 seconds. (Because each chunk is so small, it won't lag at all.)
You can find your saves in the "saves folder" where you ran your .jar. (Changing to %appdata% soon)
Please note that the saves may mess up sometimes when I change the world height for example.
You can PM/post me your worlds so that I can put it in the Pre-alpha world downloads section.
The world will be named "TestWorld".
You can also PM/post me your FPS and details so that I can improve Space Cubes more.
Details for developers
Now on the website!
Changelog
On the website...
Terms and conditions
Making this game took a lot effort. Please do not distribute the game if you have it. This includes pirating. I allow you to decompile the code for learning purposes and to make mods for it, but please do not blankly copy it into use in another product and claim that it is yours. I would not be making it open-source, because I plan to sell it one day. Thanks for reading this gobblygook.
Follow my updates on twitter! @limdingwen
Credits: People who made this happen
On the website.
Disclaimer on textures
I'm not much of an artist. So basically, in layman's terms, my dirt looks like poop. Literally. So can I pwease temporary use Minecraft's textures? Thanks!
That is, until I can contact my friend.
|| Rules or Bust! ||
warrior
spirit mage
ranger
rouge
Do you have any ETA when the first pre alpha footage will be shown? or even a screenshot?
Yea, I know, but the problem is that I have already gone to as much as 20+ classes and 10 packages so changing them is a pain in an ass. Another reason though - I would like to see if Slamacow allows me to use Cubeland as the menu song. It sounds epic. I think you were referencing to http://us.cubelands.com. I should add this to the disclaimer too. We're too different things altogether.
On a side note, don't have any high expectations for snapshot pre-alpha 0.2.2 12w41a. There is no texturing, world is limited to 3x3 chunks, 256 is the map height (awesome ) and I can barely reach 30 FPS. No skybox too.... and only dirt, grass, rock, cracked rock and void rock. The rendering engine still needs a lot of improvements though like culling. I need some time though, I only started learning OpenGL 2 weeks ago!
Added a to-do list and pre-alpha 0.0.1 to 0.2.2 screenshots.
You may want to learn how to use VBO's or learn some Frustum Culling, and remove anything that is not really visible,
Thanks. I know about the rename function, but I am using Netbeans (switch from Eclispe for its profiler and UI) and I think that it has refactoring too.... gotta check it out.
Yep, I am learning VBOs and frustum culling. Just a bit confused by the Maths though. Being only 13, I have no idea how they work :S
On a side note, I managed to render 2034 blocks (16000 verts) with 30 FPS. Also, I finished the Chunk Level parser! YAY!
Here is a planned version of the file format:
Space Cubes chunk level file format
Byte Data
-- meta.mat -- (45 bytes)
0-30 Level name
31,32,33 Player position
34,35,36 Player rotation
37,38,39 Default spawn
40,41,42 Spawn location
43,44,45 Time (in ticks)
-- c[x],[y]<[bx],[by].chk -- (130.57kB)
130
Per column (16x16 columns)
256 bytes Block IDs
256 bytes Block Metas
Edit: Managed to go back to Eclispe (so much better, lol). Changed the name to Space Cubes. I need some time to update all my references though.
Thanks, screenshots are now online!
Wait, what w's blog? :S
I hope it will
I actually already have pre-alpha, just that it is SOOOOO pre-alpha that it dosen't even look like what it is supposed to be. Screenshots are avaliable now. I expect pre-alpha/alpha to finish by the end of this year.
Thank you
Wow guys! Thank you for all your support! It really has helped me with more confidence. Thanks!
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
im not sure about that. the game probably got more coding and less smoothing of fps. i wanna see if its the game cus ima test the fps in both.
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
On a side note, I found out why the save size is so huge - 3kb was taken for file name for each and every file. Gotta get to work!
Also, I am learning about VBAs. Trying to making chunk culling (only render chunks the side the player is facing). Needs to do math!
You can follow my updates on twitter. @limdingwen
VBA's if I remember right are static and cant be changed
Edit: I have no idea how it works, so yea. I'll be using glBegin first and getting things done right first before optimising the rendering. In my opinion it is already OK because it runs 5x5 chunks (normal render distance) at 50fps on my friend's laptop. Which is what FPS he runs Minecraft at. I get that there are entities and such.... argh, OpenGL is so damn hard when it comes to these things.
Side note: I managed to decrease the file size from 24 MB to 146 KB. Awesome!!!!!