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!
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.
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.
Working on the new voxel rendering system. Looks nearly the same except it saves us a lot of polygons: higher fps
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...
New stairs shapes, the first new animal, changed the player start, fixed a lot of bugs in the animation system
In the last weeks we only did bug fixing. I thought that it wouldn't be easy to implement a new animation system and an editor for it but I didn't expected...
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