Posted
about 7 years
ago
by
David Williams
As has been mentioned previously, the current version of Cubiquity is no longer under active development as the focus has shifted to a replacement ‘Cubiquity 2’ system which is being developed outside of the ‘Volumes of Fun’ brand. Although the …
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Posted
over 7 years
ago
by
David Williams
Voxeliens is a retro-style arcade shooter and is essentially a 3D voxel-based version of Space Invaders. We released the game in 2012, showed it off at the Develop Conference and have had it accepted for Steam Greenlight. However, as mentioned … Continue reading →
The post Voxeliens is now open source appeared first on Volumes Of Fun.
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Posted
over 7 years
ago
by
David Williams
I made the first public release of PolyVox nearly 10 years ago on the Ogre 3D forums. At the time it was just a simple demo to show how voxels and Marching Cubes could be used to create more dynamic … Continue reading →
The post Wrapping up PolyVox development to focus on Cubiquity 2 appeared first on Volumes Of Fun.
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Posted
about 8 years
ago
by
David Williams
In our last blog post we laid out a new direction for our Cubiquity voxel engine, including open sourcing the code and shifting the focus towards research for a future Cubiquity version 2. The first part of this is now … Continue reading →
The post Cubiquity is now fully open source under the MIT license appeared first on Volumes Of Fun.
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Posted
about 8 years
ago
by
David Williams
In our last blog post we laid out a new direction for our Cubiquity voxel engine, including open sourcing the code and shifting the focus towards research for a future Cubiquity version 2. The first part of this is now … Continue reading →
The post Cubiquity is now fully open source under the MIT license appeared first on Volumes Of Fun.
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Posted
over 8 years
ago
by
David Williams
When we began working on Cubiquity the main idea was to expose our PolyVox library through a higher-level interface and tools. PolyVox is powerful and flexible, but requires a strong knowledge of C++, templates and computer graphics to use
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Posted
over 8 years
ago
by
David Williams
When we began working on Cubiquity the main idea was to expose our PolyVox library through a higher-level interface and tools. PolyVox is powerful and flexible, but requires a strong knowledge of C++, templates and computer graphics to use
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Posted
almost 9 years
ago
by
Matt Williams
Last weekend David and I took part in our first ‘game jam’ event. As part of Ludum Dare 33 we had 72 hours in which to make a game from scratch (or as close to that as possible) following a … Continue reading →
The post Our first game jam: Ludum Dare 33 appeared first on Volumes Of Fun.
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Posted
almost 9 years
ago
by
Matt Williams
Last weekend David and I took part in our first ‘game jam’ event. As part of Ludum Dare 33 we had 72 hours in which to make a game from scratch (or as close to that as possible) following a … Continue reading →
The post Our first game jam: Ludum Dare 33 appeared first on Volumes Of Fun.
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Posted
almost 9 years
ago
by
Matt Williams
Just a quick notice for those who have been waiting on news of the Unreal Engine 4 integration of Cubiquity. Today I have released a pre-alpha development preview of the plugin. Development is happening on GitHub under our new GitHub … Continue reading →
The post Development preview of Cubiquity for UE4 appeared first on Volumes Of Fun.
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