Happy New Year to everyone!!
First, the accounts server is in an undefined maintenance so logins through the launcher are disabled, we are looking for a new account system or making a custom one.
And on Voxel
- Voxel has received a new World System with new subsystems, all written from the ground with Multi-Threading in mind. The first test were good, minor issues where detected and fixed but apart from that nothing new.
A bug that affects all OS X systems was detected which is in progress of begin fixed, this bug causes the Tessellator to not be rendered so the world is invisible, still there but can’t be seen. Fixed 😀
- The new Molten API will work using scripts, mods are now be done using scripts. This will made mods easy to port from the Client to the Server, also the server can sync mods with the Client easily.
More info about this in the coming weeks.
The project started as a fork of Voxel with some modifications so can be used as a Game Engine but was abandoned after some time due to Voxel became the main project, now reborn as a Physically Based Rendering Engine. The difference is that now only works as a rendering engine leaving all the game logic to the programmer (Physics, Stages, Map, etc). This allows a modular, lighter and portable engine that isn’t limited to specific needs of a game. The base code for this engine will come from Voxel’s rendering system, this renderer supports a lot of features but is tied to the game logic making it hard to use in other projects.
More info will be released soon.
The rewrite is progressing very well, major parts of the World system are nearly completed and the rendering is starting to be re factored, the Windowing code has been re factored and now supports new features as multiple windows and better input. The rendering system will be detached in modules that implements a generic API, this allows to the engine to switch between OpenGL or Vulkan. This system allows to use multiple rendering APIs without changing code that no relies on the generic API.
Screen Space Lights
The engine now supports Screen Space Lights, this technique of rendering lights uses the data stored in the GBuffers and renders the lights in Screen Space, the advantages of using this are:
- Better performance: instead of rendering in the pixels of the model they are renderer in a flat quad using the data available.
- Nearly infinite lights: right now supports 256 independent point lights to be rendered in a single call.
Two PostFX have been ported to the actual system.
Depth of Field
The WordPress Theme code used in this page is now available using the GNU GPL 3.0 Licence. All the code and assets are available here: WP-Theme. Please be aware that this code is used specifically with this page, we don’t recommend creating a site with the theme because has some stuff hardcoded, instead recommend to only contribute with code.
The Voxel code is being rewritten by HACKhalo2, from 70% to 80% is new code. Most features are retained but some had to be modified to accommodate the new code. Here is a list of what features were changed or replaced
- ECS Components has been reworked.
- State Machine.
The reason for this is to convert Universal in the core and on top write the client and server, this serves to keep most of the shared code in one place, speeding up the development process. The actual state of the code don’t allow to play, because of that there will be no updates until reaches a playable state.
If you what to check the process or contribute please go to Github.
This is the new web page and logo, here all news or related stuff will be published.
The major change was remove of the Forum, it will be replaced soon, the accounts system was moved to other server to prevent downtime if the main server goes offline, the new page is available here: Accounts. Other change is that the AWS S3 server now uses a custom domain. Other major change is the new RESTful API that allows more easy development for 3rd party tools, is in development but will be available soon.