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 | |
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2 | 2 | |
12 | 689 | |
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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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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
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.
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Update 51 for cyubeVR is live now on Steam! Adding super powerful official modding support with a native modding API and official support for UE4 mods (including Steam Workshop support), a great craftable statue, an engine update, much improved LIV performance, and more!
If you are a C++ programmer, who can probably easily understand the VoxelAPI modding and how that's setup: https://github.com/sbsce/cyubeVR-VoxelAPI-Modding It's just a native C API that the game exposes for mods to use. So that's stuff that any software written in C++ can do, for software (like Photoshop) it's just usually called a plugin system and not a modding system.
- In the current beta build, cyubeVR now supports modding through an official "Voxel API". Full details in the readme on Github.
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.
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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.