This project is currently undergoing a major revamp! The terrain engine is being rewritten to support smooth terrain.
ANNOUNCEMENT: We are now accepting playtester applications! Scroll down for more information.
War of the Voxels will feature a full physics system, destructible terrain, and other gameworld interactions. Although at the moment, the game is quite simple, we hope to implement a lot of more customizable aspects to the game, such as ranks, player classes, and, of course, more weapons!
Current Release (April 1, 2013): Alpha 0.0.1
Please remember that this is an alpha release, and as such is prone to bugs and glitches.
For updates and information on the state of the game, visit the development blog!
A hint of what's in store...
Alpha 0.1.0 TO-DO (ETA: Early August 2013):
Alpha 0.1.1 TO-DO:
Alpha 0.1.2 TO-DO:
Alpha 0.1.3 TO-DO:
We are now accepting playtester applications. Visit the website to submit your application.
Last week, I showed a "sphere" generated from dual contouring.
I'm pleased to now say that the new engine has advanced a lot, and is now capable of producing terrain!
Take a look:
As you can see, there are still some lighting artifacts, but the terrain itself seems to be properly generated. The next step is probably adding functionality to modify the terrain, and after that, some level of detail code to possibly triple the render distance.
Well, that's it for this week! Next week, expect to see a video (although I can't guarantee it) showing the ability to modify the terrain.
If you're looking for more frequent updates, check out the forums! I generally post daily there about what I worked on for the day.
A new octree system is in the works for terrain! Also, we've upgraded our forums! Check there for more frequent development updates.
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