Hey this is the new demo. Checkout the new grass rendering system and the improved gui.
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:
Hey and welcome back!
A new version of our game has been uploaded to the unstable branch. Check it out!
What has been changed:
Version 1.2.3 Release 1053
What is important for the speed of the game is the NVIDIA Optimus flag. When a game starts on a computer with NVIDIA Optimus and does not use this flag it will not use the high end graphics card. It will instead run on the slow one. This of course greatly reduces the speed. With this flag the high end card is selected.
If you have an old nvidia graphics card driver you must nevertheless activate it via the nvidia settings.
Then we also added bump mapping! Yes finally. It was pretty easy as we only need to change the way the normals are retrieved in our deferred renderer. And of course we had to calculate the tangent space for every polygon. Here are some screenshots:
And here is also a video:
The bump mapping is currently only activated for voxel and solid blocks because we currently only created a normal map for this texture. The normal map was created with GIMP. In the future we want to use our own normal map generation algorithm.
Enjoy the new version!
Latest tweets from @michaelstaud
Improved shadow rendering: T.co
Mar 25 2015, 5:37pm
New development blog about plant rendering: T.co
Mar 25 2015, 5:36pm
Animated grass and plants: T.co
Mar 25 2015, 5:21pm
Glass (yes, yes, yes, !!!!!!): T.co
Mar 23 2015, 5:32pm
Siegfrieds' Axe T.co
Mar 23 2015, 5:31pm
An unstable release is online on steam for testing: T.co
Mar 20 2015, 4:43pm
@SirMaeglin We plan to release the new version in early may. We want to add better monsters, so the delay.
Mar 17 2015, 5:31pm