BetterSpades
open-builder
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BetterSpades | open-builder | |
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2 | 2 | |
219 | 689 | |
- | - | |
5.5 | 1.0 | |
3 months ago | about 1 year ago | |
C | C++ | |
GNU General Public License v3.0 only | GNU General Public License v3.0 only |
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For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
BetterSpades
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Open source Diablo 1 engine – DevilutionX 1.5.0 released
Ace of Spades is one. I usually play with the OpenSpades client[1], but there is also Betterspades[2], and probably many other clients I don't know of yet. There are usually about 10-50 players online on the public servers listed on BuildAndShoot[3], variable depending on the time of day and mostly from Latin America it seems.
One can host the game with piqueserver[4]. I'm not sure if one can still host with the original Ace of Spades server, but the game was 'shut down' in 2019 so maybe not.
[1]: https://openspades.yvt.jp/
[2]: https://github.com/xtreme8000/BetterSpades
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Where the community is at
Betterspades is a client based alot more on the origional Ace of Spades targeted at low end systems https://github.com/xtreme8000/BetterSpades
open-builder
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Generating vertices for non-basic blocks help (Beginner)
Another method I think I noticed (probably not, not really sure what I'm talking about) is from Hopson97's open-builder game open-builder/chunk_vertex.glsl at master · Hopson97/open-builder · GitHub where texture coords are stored in the vertex shader. Would the idea for other block types for the above method to have a 2d array of the other block types textures like doors etc? Not sure about this method cause doesn't this require a vertex buffer which the "figured out an optimization" guy says is slow. If so that doesn't seem very sustainable.
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Some early gameplay from my voxel game: Wanderers
For example, in this Notch article, he discussed using trilinear interpolation to speed up noise evaluation as well as to smooth out rough parts. But I tested, and both of his problems actually came mostly from using too many noise octaves. Minecraft used 16 octaves for each noise channel, and 8 octaves for the blending noise, when just 5-6 and 2-3 would be enough. The rest of the speed problems could be solved by implementing something to skip noise evaluations when they wouldn't matter, at least above/below max/min biome height if not dynamic octave skipping. See this screenshot difference.
What are some alternatives?
FNA3D - FNA3D - 3D Graphics Library for FNA
FastNoise - Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go
aos-statshammer - A tool for calculating and comparing damage outputs for Warhammer Age of Sigmar units.
DarkflameServer - The main repository for the Darkflame Universe Server Emulator project.
Craft - A simple Minecraft clone written in C using modern OpenGL (shaders).
PolyMC-Offline - Fork of PolyMC with offline patches for personal use.
Display-Lock - Locks cursor to specified window and/or converts windows to borderless fullscreen, and prevents the cursor from spilling into another monitor
Yuescript - A Moonscript dialect compiles to Lua.
openspades - Compatible client of Ace of Spades 0.75
buildcache - A build cache
opensoldat - OpenSoldat is a unique 2D (side-view) multiplayer action game
OCRemote - Computer-based storage and automation system for modded Minecraft