cyubeVR-VoxelAPI-Modding VS open-builder

Compare cyubeVR-VoxelAPI-Modding vs open-builder and see what are their differences.

cyubeVR-VoxelAPI-Modding

This is the official repository for the cyubeVR VoxelAPI, an easy way to programmatically interact with the voxel world in cyubeVR, a VR voxel game available on Steam. (by sbsce)

open-builder

Open "Minecraft-like" game with multiplayer support and Lua scripting support for the both client and server (by Hopson97)
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cyubeVR-VoxelAPI-Modding open-builder
2 2
12 689
- -
2.2 1.0
about 1 year ago about 1 year ago
C++ C++
MIT License GNU General Public License v3.0 only
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cyubeVR-VoxelAPI-Modding

Posts with mentions or reviews of cyubeVR-VoxelAPI-Modding. We have used some of these posts to build our list of alternatives and similar projects.

open-builder

Posts with mentions or reviews of open-builder. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2020-12-28.
  • Generating vertices for non-basic blocks help (Beginner)
    1 project | /r/VoxelGameDev | 22 Aug 2022
    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.
  • Some early gameplay from my voxel game: Wanderers
    2 projects | /r/VoxelGameDev | 28 Dec 2020
    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.