I recently carried out a trawl of the internet to find all the open-source Java Voxel Engines I could. My intention is to use one of them as a foundation to write my own voxel-based game (which is still a long way off). I didn't spend too long on each one; I simply checked that they worked and that they included all relevant code. Here are my results which others may find useful.
Firstly, the best ones I found. (As an aside, one of my general requirement is that an open-source project should work, once all dependencies have been resolved, and these should be resolvable easily. What's the point of releasing source code that doesn't work?) These all worked:-
* https://github.com/MovingBlocks/Terasology - You could say this was the best of the lot. It worked first time and looks amazing. The only drawback is its complexity; there's loads of code and loads of dependencies and libraries.
* https://github.com/mk12/mycraft - This is a great simple engine. It's only about 8 classes big but provides a nice simple voxel engine in Java.
* http://borderterrierart.weebly.com/programming.html (BlockWorld) - This one seemed to fit my requirements best. It's got lots of features including .obj model loading, and worked first time. The only drawback is that the source is a bit messy (formatting, unused vars etc..)
* https://github.com/Zaneris/Tranquil - This worked well, and since it uses LibGDX could work on mobile devices as well as PCs.
Other Mentions:-
* https://github.com/aaasen/voxel-party - This worked, although it didn't have any textures.
* https://github.com/matortheeternal/JVoxelEngine - This uses raycasting. Seemed very slow and simple, and although it worked, it was very bare-bones.
I couldn't get these to work:-
* https://github.com/SpoutDev/Spout - Seems very worthy, but I couldn't get it to work as the Maven build fails.
* https://github.com/afaulconbridge/ArdorCraft - Couldn't get this to work due to missing source.
The following use JMonkeyEngine which I haven't tried:-
* https://github.com/Sleaker/Cubed
* https://github.com/TheWiseLion/VoxelTerrain
* https://github.com/jMonkeyEngine-Contributions/voxel
* https://github.com/melsov/JMonkeyVoxel
* https://github.com/boogie666/Blocky
* https://github.com/roboleary/GreedyMesh
* https://github.com/francois5/voxelengine
And I also found these two projects which are not voxels, but rather "traditional" 3D but still worked very well:-
https://www.youtube.com/watch?v=kBcGrLGAbQ0
https://www.youtube.com/watch?v=7IXFUflNZJs
That's pretty much all I could find. I hope you find it useful. I'd be interested to know if anyone has found any more, and which one's they found the best?
The trials and tribulations of an amateur game programmer. Please tell him where he is going wrong.
Saturday, January 16, 2016
Thursday, January 14, 2016
Team Tactics
Team Tactics is a new realtime action multiplayer tactical strategy
game that I'm currently developing. You could probably label it as a
MOBA or an ARTS. Whatever the label, the game works like this: each
player controls a single unit, which is on one of two sides (although in
the future I might expand this to 3 or 4). Depending on the mission
(or "game mode"), each side has an objective, and the winner is the
first to complete this is the winner.
ANOTHER MOBA-STYLE GAME?
Technically yes, but you could probably say something similar about any game since the 1980's. This is how games progress; almost all games are very similar to what came out before. But hey, let's not argue about that here - I'm developing this game for several reasons:-
* I like multiplayer games more than single player games. It's far more fun to play against someone else where you can see their reaction and gain pleasure from their pain (and vice versa of course).
* I like to add new features to games, and this game will have features that no other MOBA has. Whenever I'm playing a game I always wish I could tweak this or that. If I have my own MOBA, I can do that. In addition, if any players request a feature, it's always a pleasure to be able to do that.
* I think true "tactical" MOBA's are a bit thin. I'm not a gamer, but I can't actually think of another multiplayer tactical game where working as a team is paramount.
* I like developing games, and the best way for me to maintain interest in whatever game I'm currently developing is to have something to aim for, i.e. similar game(s) that I want to reproduce and hopefully improve upon.
WHAT FEATURES WILL IT HAVE?
This is just a brief summary of the main features. I'll blog about new ideas as I have them:-
* Multiple unit types - this is a no-brainer of course. They will be different in that some move faster than others or shoot more accurately, but some will have specific skills required for missions.
* Multiple missions - There are currently two missions, The Assassins and Moonbase Assault, more about which I'll do another post. I might also transpose some of the more interesting missions from Stellar Forces.
* Map editor and easy customisation - I want people to be able to easily customize this game (in so far without affecting balance), e.g. adding their own graphics and sounds, maps etc...
* Different weapons and equipment as well as the usual guns - smoke grenades, nerve gas, ammo packs, gas masks, incendiary grenades. Grenades mean destructable maps!
* All the usual features like fog of war, line of sight, unit stats, chat, voting etc...
SUMMARY
I'm really excited about this, and really looking forward to playing it. I enjoy a game of TF2 as much as the next person, but sometimes it lacks enough depth for me. This should address that, and also be fun to write. I've never written a realtime multiplayer game before (more than 2 players, anyway), so looking into all the technical aspects will be very interesting.
UPDATE:
Wiki: http://team-tactics.wikia.com/
Blog: http://team-tactics.blogspot.co.uk
Download: http://teamtactics.penultimateapps.com/teamtactics.zip
ANOTHER MOBA-STYLE GAME?
Technically yes, but you could probably say something similar about any game since the 1980's. This is how games progress; almost all games are very similar to what came out before. But hey, let's not argue about that here - I'm developing this game for several reasons:-
* I like multiplayer games more than single player games. It's far more fun to play against someone else where you can see their reaction and gain pleasure from their pain (and vice versa of course).
* I like to add new features to games, and this game will have features that no other MOBA has. Whenever I'm playing a game I always wish I could tweak this or that. If I have my own MOBA, I can do that. In addition, if any players request a feature, it's always a pleasure to be able to do that.
* I think true "tactical" MOBA's are a bit thin. I'm not a gamer, but I can't actually think of another multiplayer tactical game where working as a team is paramount.
* I like developing games, and the best way for me to maintain interest in whatever game I'm currently developing is to have something to aim for, i.e. similar game(s) that I want to reproduce and hopefully improve upon.
WHAT FEATURES WILL IT HAVE?
This is just a brief summary of the main features. I'll blog about new ideas as I have them:-
* Multiple unit types - this is a no-brainer of course. They will be different in that some move faster than others or shoot more accurately, but some will have specific skills required for missions.
* Multiple missions - There are currently two missions, The Assassins and Moonbase Assault, more about which I'll do another post. I might also transpose some of the more interesting missions from Stellar Forces.
* Map editor and easy customisation - I want people to be able to easily customize this game (in so far without affecting balance), e.g. adding their own graphics and sounds, maps etc...
* Different weapons and equipment as well as the usual guns - smoke grenades, nerve gas, ammo packs, gas masks, incendiary grenades. Grenades mean destructable maps!
* All the usual features like fog of war, line of sight, unit stats, chat, voting etc...
SUMMARY
I'm really excited about this, and really looking forward to playing it. I enjoy a game of TF2 as much as the next person, but sometimes it lacks enough depth for me. This should address that, and also be fun to write. I've never written a realtime multiplayer game before (more than 2 players, anyway), so looking into all the technical aspects will be very interesting.
UPDATE:
Wiki: http://team-tactics.wikia.com/
Blog: http://team-tactics.blogspot.co.uk
Download: http://teamtactics.penultimateapps.com/teamtactics.zip
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