Cubyz
Cubyz is a 3D voxel sandbox game(aka minecraft clone).
Cubyz has a bunch of interesting/unique features such as
- level of detail (→ big view distances)
- 3d chunks (→ no height/depth limit)
- procedural crafting (→ you can craft anything you want, and the game will figure out what kind of tool you made)
About
Cubyz is written in zig, a rather small language with some cool features and a focus on readability.
Windows and Linux are supported. Mac is not supported because it doesn't have OpenGL 4.3.
Check out the discord server for more information and announcements.
There are also some devlogs on youtube.
History
Until recently(the zig rewrite was started in August 2022) Cubyz was written in java. You can still see the code over on the cubyz-java branch and play it using the Java Launcher. // TODO: Move this over to a separate repository
Originally Cubyz was created on August 22, 2018 by zenith391 and ZaUserA. Back then it was called "Cubz"
However both of them lost interest at some point and now Cubyz is maintained by IntegratedQuantum.
Run Cubyz
Sorry, the zig version isn't there yet. You can test the old java version or ask on the discord server and I may compile a test release for you.
Otherwise you can
Compile Cubyz from source
- Install git and zig (latest master release)
- Clone this repository
git clone --recurse-submodules https://github.com/pixelguys/Cubyz
If you forgot the--recurse-submodules
flag you may need to rungit submodule update --init --recursive
- Go into the folder
cd Cubyz
- Run zig
zig build run
- If it's too slow, run it in release:
zig build run -Doptimize=ReleaseFast
Contributing
Code
Try to follow the style of the existing code. // TODO: Add a style guide
If you have any more questions, you can ask them over on discord.
Textures
If you want to add new textures, make sure they fit the style of the game. If any of the following points are ignored, your texture will be rejected:
- The size of block and item textures must be 16×16 Pixels.
- There must be at most 16 different colors in the entire texture.
- Textures should be shaded with hue shifting instead of darkening only.
If you are not sure how to use hue shifting, here is a good video explaining it.