1
I Use This!
Inactive

News

Analyzed 1 day ago. based on code collected 1 day ago.
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 … ... [More] Continue reading → The post Removing Cubiquity from the Unity Asset Store appeared first on Volumes Of Fun. [Less]
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.
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.
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.
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.
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 ... [More] effectively. … Continue reading → The post Reflections on Cubiquity and finding the path forward appeared first on Volumes Of Fun. [Less]
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 ... [More] effectively. … Continue reading → The post Reflections on Cubiquity and finding the path forward appeared first on Volumes Of Fun. [Less]
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.
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.
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.