Voxile: A ray-traced game made in its own engine and programming language
elbowgreasegames.substack.com
Voxile: A ray-traced game made in its own engine and programming language
1–10 of 83 posts
Re: Voxile: A ray-traced game made in its own engine and programming language
#2Re: Voxile: A ray-traced game made in its own engine and programming language
#3Re: Voxile: A ray-traced game made in its own engine and programming language
#4Re: Voxile: A ray-traced game made in its own engine and programming language
#5Gonna try it as soon as... I have time
Re: Voxile: A ray-traced game made in its own engine and programming language
#6Very cool - the post made me want to play the game, and check out lobster, but didn't link to it - lobster is open source: https://github.com/aardappel/lobster . It doesn't look like the voxel engine is, though, which is a bummer. On reflection, I'm guessing that game is built for mods, so that would be a path to getting to play with the engine side.
Right now the editor has a UI driven minimalistic language for specifying quests and other gameplay actions.
Re: Voxile: A ray-traced game made in its own engine and programming language
#7Re: Voxile: A ray-traced game made in its own engine and programming language
#8Now this is the kind of thing I expect people to bring to show and tell when they post about how they are 100x as productive thanks to AI.
Re: Voxile: A ray-traced game made in its own engine and programming language
#9Very cool - the post made me want to play the game, and check out lobster, but didn't link to it - lobster is open source: https://github.com/aardappel/lobster . It doesn't look like the voxel engine is, though, which is a bummer. On reflection, I'm guessing that game is built for mods, so that would be a path to getting to play with the engine side.
Yes, only the lower layers are open source right now. We will eventually expose more, when modding will more stable, etc. Right now the editor has a UI driven minimalistic language for specifying quests and other gameplay actions.
Because that's where I always get stuck. There are so many cool algorithms and ideas that I have like combining ray tracing with meshing and even like imposters for the distant chunks.
But this is getting very complicated with contrees and raytracing/marching etc.
Re: Voxile: A ray-traced game made in its own engine and programming language
#10[1]: https://veloren.net/