Welcome to StaudSoft's Synthetic World!

New tree textures

It allows you via a seed to create a unique landscape with mountains, oceans, trees and beaches.

Enter a new world consisting of billions of blocks and voxels.

Explore the dangerous forests, the deepest caves, different vegetation zones, the highest mountains, rives or big dungeons with unique resources.

Create your own tools. Create furniture. Create electric wires. Create explosives. Create everything you can imagine in order to survive. Or set the world in flames!

Fight monsters in order to survive and to gain new resources.

Discover your own world. Discover StaudSoft's Synthetic World.


The complete world is procedurally generated and is completely changeable without any restrictions.

There are hundreds of different materials, plants, weapons and tools. Place chests, tables, chairs, doors, signs, ...


Be one of the first and get beta access to StaudSoft's Synthetic World now!
The game can be purchased on Steam:


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Dev Blog #14 Dev Blog #14 Dev Blog #14
Blog RSS Feed Report abuse Latest News: Development Blog #14 - a lot of stuff

0 comments by bsf_mistau on Apr 15th, 2015

So hello and welcome back!

We did a lot last week. I did not post so much as I a was at a martial arts training camp which was really cool.

Parallax Occlusion Mapping

It is now fully integrated in the engine. This means all textures where it makes sense have now a height map which allows the activation of the parallax occlusion mapping:

Dev Blog #14 Dev Blog #14
Dev Blog #14 Dev Blog #14
Dev Blog #14

Look how nicely the texture is aligned! This wasn't the case in the last blog!

And we also optimized the algorithm. It is now up to two times faster than the old one. So it is now possible to use the algorithm also on the voxels. Look at the wood of tree and the stone:

Dev Blog #14 Dev Blog #14
Dev Blog #14 Dev Blog #14
Dev Blog #14

HDR

And we also started with the development of a HDR rendering pipeline.

Restart Engine

Especially for the Mac version we want to make it possible that the engine can reset itself without restarting the game. This is for example important if you want to change the screen resolution in-game!

Configuration Dialog

The configuration dialog works now completely. We also added the option to change the controls and the screen resolution:

Dev Blog #14 Dev Blog #14
Dev Blog #14

Model Loading

The model loader is now fully working. We had problems when loading animation. This has now been resolved. And we also checked out MakeHuman. Perhaps we will use this software to create better hands and NPCs.

And I myself made a model for the game:

Dev Blog #14

Linux and Mac

And we plan to publish a linux and a mac version with the release of the next unstable version.

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StaudSoft's Synthetic World Beta Demo 0.2.2

StaudSoft's Synthetic World Beta Demo 0.2.2

Nov 2, 2014 Demo 2 comments

Hey this is the new demo. Checkout the new grass rendering system and the improved gui.

StaudSoft's Synthetic World Beta Demo 0.2.1

StaudSoft's Synthetic World Beta Demo 0.2.1

Sep 12, 2014 Demo 0 comments

Checkout the demo of the new version 0.2.1. I added a lot of stuff compared to the free version!

Post comment Comments  (0 - 10 of 91)
Vladiskov
Vladiskov Apr 8 2015, 3:58pm says:

ahhh the magics of game enginering... you start even seeing trivial things in another way... like the grass...

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Hawkerhunter
Hawkerhunter Nov 2 2014, 2:48pm says:

going to buy this if it ends up on steam for sure, looks good and looks similiar to my own game i'm creating so awesome work there dude! :-D

+3 votes     reply to comment
bsf_mistau Creator
bsf_mistau Feb 23 2015, 2:47am replied:

Now it's your time. It's on steam!

+1 vote   reply to comment
micromil
micromil Nov 1 2014, 8:28am says:

Left some questions on the forum section.
Michael if you get a chance to answer I it would be really great.

+1 vote     reply to comment
micromil
micromil Oct 29 2014, 5:06am says:

I found that you can actually smelt 2 blocks (one on top of the other) with the wood, coal can be used which burns longer too.

+1 vote     reply to comment
micromil
micromil Oct 18 2014, 10:06pm says:

Enjoying the game but how to drop stuff when carry weight too high?

Also a suggestion for reducing micromanagement of the crafting. Is it possible to make a smart crafting systems that allows you to drill down and back up again.
For example - you need nails and planks and iron for a chest (or similar). So instead of finding the scrolling back to the nails and then crafting and then back again, maybe you could press the picture/word nails and it opens a sub crafting menu. This could maybe drill down several levels. Would make the game a lot more fun without ruining the realism.

+1 vote     reply to comment
bsf_mistau Creator
bsf_mistau Oct 19 2014, 6:33am replied:

If you are carrying to much weight simply place material into world. Or you can craft something. This will also reduce weight.

And I will make a drop / delete button and reduce the micromanagement!

+1 vote   reply to comment
micromil
micromil Oct 19 2014, 8:15am replied:

I was stuck underground trying to dig out and found it hard to off faster that I dug out... need a delete button Glad to see you will put one in.

Also a way to separate out only specific number of the total would be great.

+1 vote     reply to comment
bsf_mistau Creator
bsf_mistau Oct 19 2014, 5:37pm replied:

Ok I uploaded a new version (1.2.2) to Desura. They only need to approve it. Then you should receive the update.

+1 vote   reply to comment
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StaudSoft's Synthetic World
Platforms
Windows, Linux
Developed By
bsf_mistau
Engine
Custom Built
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Official Page
Staudsoft.com
Release Date
Released Sep 11, 2014
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5.8

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Style
Genre
Role Playing
Theme
Realism
Players
Single Player
Project
Indie
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Latest tweets from @michaelstaud

Dev Blog #14: T.co T.co

Apr 15 2015, 3:40pm

To avoid further confusion with the versions I uploaded the unstable branch to the default branch on Steam.

Apr 8 2015, 5:33pm

Dev Blog #13 - Parallax Occlusion Mapping: T.co T.co

Apr 7 2015, 4:12pm

@SirMaeglin I plan to update the core of the graphics engine. Then it will possible. But this will take some time (6 months - 1 year).

Apr 4 2015, 3:12pm

Bump mapping on plants: T.co

Apr 3 2015, 4:50pm

Dev Blog #12: Cool math equations in action: T.co

Apr 3 2015, 4:49pm

Dev Blog #11 - Better Normal maps: T.co T.co

Apr 1 2015, 4:54pm

Dev Blog #10 - Bump Mapping: T.co T.co

Mar 28 2015, 4:37pm

Improved shadow rendering: T.co

Mar 25 2015, 5:37pm

New development blog about plant rendering: T.co

Mar 25 2015, 5:36pm

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