It allows you via a seed to create a unique landscape with mountains, oceans, trees and beaches.
Enter a new world consisting of billions of blocks and voxels.
Explore the dangerous forests, the deepest caves, different vegetation zones, the highest mountains, rives or big dungeons with unique resources.
Create your own tools. Create furniture. Create electric wires. Create explosives. Create everything you can imagine in order to survive. Or set the world in flames!
Fight monsters in order to survive and to gain new resources.
Discover your own world. Discover StaudSoft's Synthetic World.
The complete world is procedurally generated and is completely changeable without any restrictions.
There are hundreds of different materials, plants, weapons and tools. Place chests, tables, chairs, doors, signs, ...
Be one of the first and get beta access to StaudSoft's Synthetic World now!
The game can be purchased on Steam:
Wrote all the code for the new tree system. Will test it in the next days!
Today I also worked on the CPU modul. When placed in the landscape it can execute programs and so control lamps, doors, ...
To make it more clear what I do I will add to every tweet: Planning, Implementation, Debugging.
Planning means that I am creating a plan how to implement something.
Implementation means that I create the actual code.
Debugging means that I test the code and try to find the errors. Usually this takes the longest.
Implementation: Connected now the compiler to the CPU modul. The next step is now to add a window in which the player can enter the code and then let it compile.
Planning: I thought of a new way to store trees and also buildings, so that they can be displayed in the background landscape.
Implementation: Made the GUI for the CPU where you can add source code
Implementation: Started to work on LCD‘s and keyboards
Implementation: LCD is finished. It will use a simple text mode interface which can be controlled via a program.
Implementation: Added a special client component which directly reads out the keyboard.
Implementation: The keyboard and the LCD code is finished. The 3D models also are and the IO library is loaded into the virtual CPU. Next is debugging the stuff..
Implementation: Digged out an old real time raytracing library of mine. We will see what I can make out of it (perhaps real-time global illumination). But this will take some time.
Debugging: Corrected bugs in the old non-voxel part of the engine. I will use this to debug the AI once it is implemented.
Planning: I am nearly finished with the design and the scientific paper about the new AI language. The only thing I still need to do is to write the introduction (this is a part of a paper where you write about people who have done similar things).
Ok, I had the plan to make one big post per month, but that did not work out. Everytime I wanted to create an article I decided it is a better idea to...
Oh no, I installed the wrong graphics driver which made my game terrible slow. Debugged the whole day until I realised my error.
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This is the newest demo of our game. Just extract the zip file and run synworldloader.exe
This is the demo version for Linux. It was compiled under Ubuntu 12.04 LTS. So it will run on all higher Ubuntu versions. It is tested under Ubuntu 14.04...
This is the demo version for MacOS. You will need to run it from the console or else it will not work. Go to the directory where you unpacked the zip...
Checkout the demo of the new version 0.2.1. I added a lot of stuff compared to the free version!
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