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Post news RSS Multi Material Interface - StaudSoft's Synthetic World

I added a new multi material interface to my game. This means that every base material can have an (nearly) unlimited number of additional materials.

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I added a multi material interface to my game. This means that every base material can have an (nearly) unlimited number of additional materials.

As an example I placed a lot of new materials on the ground. And additionally I built a room.

WORLD FIRST FEATURE:
And I added an amazing new feature: The invisible knife. But that's not everything I also created a blinking sword (yes, the complete sword appears and disappears). That's of course for savety reasons, so that no one accidently oversees a dangerous sword. :-)

<= ok that's just a joke. It was simply a bug in my 3D engine. But it means that I am working on weapons, enemies and stuff like that.

Ah, I nearly forgot to mention that I am using a new screen recording software. Enjoy the video!

This is a feature of the upcoming 0.2 release. If you want to download the current version just check out the following links:

Windows-based application 64 Bit
StaudSoft's Synthetic World 0.1.1 Beta 64Bit

Windows-based application 32 Bit
StaudSoft's Synthetic World 0.1.1 Beta 32Bit

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Comments
Jetcutter
Jetcutter

Looking good, are you planning on creating slopes, wedges, and corners?
Or are you sticking with squares for now?
I like what you are doing, but, 1st person view makes me semi queezy over time, Will you have 3rd person view?
Thanks Michael!

Jet

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bsf_mistau Author
bsf_mistau

Slopes, Wedges and Corners: My engine can do this, but you also need the tools which is more work. So I plan to implement this in version 0.3.
3rd Person: When I have human NPC's I will add a 3rd person view. This is planned to happen also in version 0.3.

Version 0.2 is nearly finished.

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SinKing
SinKing

I was hoping you'd say that! This looks like the start of a great engine, much better than what I'm known of voxel engines. Reminds me a little of Outcast(the game), simply because of voxels. It's s step forward again, congratulation!

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Jetcutter
Jetcutter

Thanks for the answer I was hoping for!

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Snashky_Nilidus
Snashky_Nilidus

i like the water

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