Welcome to StaudSoft's Synthetic World 0.2! It allows you via a seed to create a unique landscape with mountains, oceans, trees and beaches. Although it looks like a normal game engine, everything in the game is based on voxels. So everything you see can be changed. You can cut down trees, build a house or dig into the ground!
Implementation: The keyboard and the LCD code is finished. The 3D models also are and the IO library is loaded into the virtual CPU. Next is debugging...
Ok, I had the plan to make one big post per month, but that did not work out. Everytime I wanted to create an article I decided it is a better idea to...
We wish you all a Merry Christmas! We have big plans for the next year!
We uploaded the new release 1080 to Steam! Except of the multiplayer mode all features are activated!
Oh no, I installed the wrong graphics driver which made my game terrible slow. Debugged the whole day until I realised my error.
Debugging multiplayer is hard :-(. So much possibility for unreproduceable errors!
Multiplayer: So client prediction is now fully implemented. Next thing is debugging and then lag compensation.
Smooth player movement in multiplayer: Worked on the basic implementation, hoping to reach the same quality as Counter-Strike.
The far landscape is now also transmitted in multiplayer. And the searching of the player start point is working too.
Cool: The server now transmits the landscape to the client in multiplayer. I could even dig into the ground, place torches and it was synced.
Physic objects are now working in multiplayer mode. Lifted a box and threw it around.
Asynchronous loading and saving: The player will not notice any more when new parts of the world are loaded!
The GUI for the chat system is finished. And we also added a window which displays the current players on the server.
Implemented a basic chat system. Team chat will also be supported. The next step is to make the GUI for it.
Made the LAN discovery of multiplayer servers. Till now we had to enter the ip address in order to connect to a server.
Ok, got now that the inventory is displayed on the client in multiplayer. Had to start a mini server on the client on order for this to work.
We did improve the inventory and started working on a zombie.
Finally 60fps is achieved! And the new voxel rendering system is working!
Working on the new voxel rendering system. Looks nearly the same except it saves us a lot of polygons: higher fps
Hello and welcome back to our development blog. The topics today: Dungeon Generator, Road Generator, Plugin Support Improvements, Manual, LOD of the Meshes...
Hey here is only a short status report on what we are doing. Topics: Artifical Intelligence, Monkey and Dungeons
Update: Infinite worlds, cloths, new hands, new animations and bug fixes.
Ok, the last hand animations were not so good. Here is the update. I created different animations for nearly all the tools. I especially worked on the...
Welcome to our blog about the game Synthetic World. Today's topics: new 3D models and animations for the player character in multiplayer, Clothing for...
In the last month we of course where very busy. We added ton's of new features. And we finally solved the NPC model problem!
We thought that boxes and ramps are a little bit boring so we searched for a way to add any shape. And so we implemented the new building blocks.
New stairs shapes, the first new animal, changed the player start, fixed a lot of bugs in the animation system
I uploaded a new version to Steam which allows you to create your own custom maps. You can create in a paint program a heightmap and then use it to create...
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