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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Blog RSS Feed Report abuse Latest News: Development Blog #10 - Bump Mapping

0 comments by bsf_mistau on Mar 28th, 2015

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

  • implemented animated grass
  • implemented bump mapping
  • created bump mapping for default main texture
  • added future support for specular mapping
  • added nvidia optimus flag
  • added ati high performance flag
  • corrected paper and camp fire recipe
  • added assert which prevents a camp fire similar bug to occur ever again
  • corrected recipes: no more mass increase when crafting
  • alpha sorting implemented
  • improved speed of particle system
  • implemented internal normal map generator

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:

Bump MappingBump MappingBump Mapping

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!

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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!

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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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Style
Genre
Role Playing
Theme
Realism
Players
Single Player
Project
Indie
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Twitter

Latest tweets from @michaelstaud

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

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

Dev Blog #8: Siegfried's Axe T.co

Mar 23 2015, 5:30pm

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

Dev Blog #6 T.co

Mar 17 2015, 4:34am

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