Author Topic: VULLEN Revival (Yes, I'm at it again)  (Read 2635 times)



A while ago I started work on a voxel game! It's called VULLEN and it can do some pretty neat stuff. It's still in development right now, but hopefully i'll be able to one day turn it into something much more interesting! The main thing about VULLEN is it does not use block types. It uses preset colours:

As you see, Pixel art can be imported too!

I'm posting this new topic because the old one is "too old" to revive. I've just picked this up again and now that I've ported it into Unity it's going to be very easy to develop and add to.

Is there a video?
http://www.youtube.com/watch?v=IUh0p0FW3Y0&feature=youtu.be (OLD)

Pictures?
The Old Randomized Sphere Thing:


The New Version running in Unity (Notice the shadows):





« Last Edit: October 29, 2013, 06:09:13 PM by chrisbot6 »

ah man it looks so much better in unity

polish that stuff up and sell it in the asset store

ypu need to remake classic ace of spades right now.


looks great

but what do you do?

Obligatory minecraft copy comment

okay we're good now



looks nice though

minecraft clone!!1!11!1

Its neat, looks like the blocks can get way smaller than MC blocks
« Last Edit: October 29, 2013, 08:56:53 PM by ßlöükfáce »

Current problem is that chunks don't save, they just stay forever once generated

if you walk too far your computer dies, so I need to add a limit of somekind

turn it into
~A world of infinite possibilities~

so I need to add a limit of somekind
no
you need to unload chunks that aren't seen

Oh man, I was hoping for this to come back. Awesome.

Redoing the colour system to work more like BL's paintset system. Players will be able to make colorsets and stuff. The limit for colors in a single colorset will be 4194304. I really need to lower it just for optimization's sake but I honestly think that leaving it as it is won't slow the game down. Want to know why? Simple - I get Unity to generate a texture atlas of a high but not rediculous size: 2048x2048. I chose 2048 because it is a number. Anyway.

The image is remembered and saved as a .png in the memory. It is treated as a bitmap - the colors are saved in a compressed image format. Getting a colour is as simple as asking for the pixel it occupies, thus overstepping big storage systems and arrays.
« Last Edit: October 31, 2013, 03:11:27 PM by chrisbot6 »

You should make actual players :D

You should make actual players :D
Done in the unity version.

Redoing the colour system to work more like BL's paintset system. Players will be able to make colorsets and stuff. The limit for colors in a single colorset will be 4194304. I really need to lower it just for optimization's sake but I honestly think that leaving it as it is won't slow the game down. Want to know why? Simple - I get Unity to generate a texture atlas of a high but not rediculous size: 2048x2048. I chose 2048 because it is a number. Anyway.

The image is remembered and saved as a .png in the memory. It is treated as a bitmap - the colors are saved in a compressed image format. Getting a colour is as simple as asking for the pixel it occupies, thus overstepping big storage systems and arrays.
I found the limit. An array is needed to fill up the texture image, and a 2DTexture array of size 4194304 isn't that good of an idea. I'll limit it to 250 for now.