Vera - Alpha (With download)

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http://imageshack.com/a/img661/5148/ZyiZxV.png

This is an alpha version and my first official public release :smiley:
I have been working on this game for a few months now as a fun learning project, And I learned a lot :slight_smile:
There might be crashes or weird bugs, I haven’t encountered any major issues though.

The main inspiration for this is minecraft and legos, My favourite toy. But there are still a lot of things to be implemented to it for it to meet my vision.

The world is grown from a seed either chosen by you or the system, Choosing the same seed twice will give you the same world, The seeds range from -9223372036854775808 to 9223372036854775807 so there’s a lot of possibilities:P
The game is created in java + openGL and is my first game I ever created, All code is created by me, From collision detection to ray tracing, Making me proud but also sure of some possible bugs xD

Quitting will result in automatic save, Restarting will overwrite the existing world ( back up can be found at ./vera/saves/pizza in your appdata folder ).

The FPS is pretty good for me (600+ if I’m not recording), But if you are having some issues then please do inform me.

CONTROLS:
[spoiler]-WSDA to move, Space to jump
-Mouse to look around
-Left click to break block
-Right click to place block
-Left Control + Left click to pick up block
-E to get the same block you’re looking at (without breaking it)
-F to enable/disable flight
-T to teleport to the middle of the map
-Up arrow to switch between the possible blocks
-Tab to enable/disable the debug screen (will increase fps)
-F1 to enable/disable crosshaire
-Escape for menu, Quitting will automatically save the world.[/spoiler]

FUTURE FEATURES:
[spoiler]
-Larger worlds and a finite but extremely large world.
-caves
-occlusion culling
-Shaders ?
-the blocks in my spritesheet.
-mobs
-psuedo-random mobs
-psuedo-random planets
-quests
-world designing software
-a modding api
-and multiplayer!
[/spOiler]

CURRENT FEATURES:
[spoiler]
-Frustum culling
-face culling
-ray tracing (my own implementation).
-collision detection (my own implementation).
-mobs
-psuedo-random worlds with a seeding system
-biomes
NOTE: I would have added occlusion culling but I forgot to do it and remembered after I compiled the game xD
[/spOiler]

Download links:
ADFLY: http://bit.ly/veraadfly15
DIRECT: http://bit.ly/veradirectv15
Youtube channel where updates will be posted: http://www.youtube.com/ABOODY006

Hope you guys enjoy it, And please give me some feedback :slight_smile:

Its really good for the beginnig! I have a question are you ready to give me the source code I just want to learn from it. Would be really nice ! :smiley:

Thanks! I can’t really give you the source code but I can help you make an engine, I am probably going to post a youtube video series on how to make one.

Oh if you would make a tutorial then it would be even better !

Hey you should fix this, If you break the bedrock and fall you never die, Maybe add health features items and death?

Also, I don’t mean to spam but, A Bug :stuck_out_tongue:

1.I can’t start the game at all because it crashes

Clicking T would send you back to spawn, Clicking F will enable flight.

If you were able to start the game and now it’s crashing then delete the .vera folder in appdata, ( you can keep your world file from the saves )…
Hope that helps!

Are you going to add blocks and a survival/creative clone, Sort of like minecraft

Could i also try to help out on this?

Also a crash report:http://pastebin.com/TPqUzHLf

Very nice looking mc clone! What algorithm did you use for your terrain generation? also i need some help on mine if you can show me where you learned how to do chunks and generation. I used diamond square for mine, and its very limited so i need a tutorial on whatever u used:)

Hi

In my humble opinion, using display lists is a very bad idea.

Well, I can see why he used them, because they’re still about twice as fast when compared to VBOs (I don’t know about VAOs, I’ve never used them because my laptop doesn’t support them).

At first, the display lists are badly supported on lots of drivers, even on outdated hardware. Moreover, lots of drivers just build VBOs from vertex arrays and display lists under the hood; if you get worse performance, it just means that you don’t use VBOs correctly. You don’t indicate if you’re talking about static VBOs which are suitable to replace display lists with more than tens of vertices. You don’t show any benchmark and in my humble opinion, the higher speed of the display lists is mainly a legend, I obtained an higher framerate with display lists only once with an ATI Xpress chip famous for its extremely poor support of vertex arrays and VBOs under Windows.

I haven’t said that he should use them (I know they’re deprecated for a while), I just said I can see why he used them. And I agree that in most cases, correctly used VBOs can be much faster than DLs. However, that requires some optimization, and when I was testing it last time, DLs ran about double the speed of VAs. But that was about 2 years ago on Windows XP, and things have changed since then. And it wasn’t with VBOs, so… Yeah.

I didn’t talk about their deprecation and I reminded that they are badly supported on lots of drivers, even on outdated hardware.

I still disagree with you. Display lists are faster only on tiny sets of primitives on old drivers that don’t emulate them with VBOs and on a few chips with extremely poor support of VBOs… only if you use them for what they are designed for, static geometry. I have used OpenGL since 2005. You still give no benchmark, you don’t indicate which graphics chip you used 2 years ago, you provide no figures, no reproducible tests. The vertex arrays have never been implemented to replace display lists unlike static VBOs and compiled vertex arrays. The (not compiled) vertex arrays behave more or less like dynamic VBOs, it’s not surprising that you can get better performance with display lists than with vertex arrays on static geometry. However, VBOs require no optimization to provide better performance than display lists, use the most appropriate draw mode and update the data only when it is necessary, that’s all. If you send the data to the GPU at each frame like lots of developers do with vertex arrays, you will only get the same performance (or worse) than with dynamic VBOs. I talked about outdated hardware because some early implementations of VBOs (ARB VBOs, OpenGL 1.3) just ignore the hint and then give no boost on unchanged static ones as they use plain vertex arrays under the hood :frowning: Display lists are often so buggy that in my humble opinion, it’s a waste of time.

Hey thanks! At first I was using 2D perlin, But then I changed to 3D simplex because it’s smoother and you can also make caves/ores/water pockets… etc… but I never published the simplex version as I never finished tweaking it, I got busier and got injured in my hand so I stopped using the computer overall haha… I might put the updated version later on the next month, Idk, If you need help feel free to PM me and I can help you out with your game as I didn’t really follow a tutorial, All the code is mine :slight_smile:

That’s true, Plus I really wanted to experiment with the deprecated LWJGL features, I have another project that I’m using VBO’s with, VBO’s are much better once you learn how to use them.