Sunday, February 15, 2015

CuBengine Ported to OpenFL - New Demo Rendering Voxelstein3D's Map at Full Size

Finally, I finished porting my CuBengine prototype to OpenFL, so the engine now supports more platforms instead of Flash only. Here are some screen shots from the Windows binary, showing the engine rendering the Voxelstein3D's map. Different from the old demo of the original Bengine, which is rendering a scaled Voxelstein3D's map with size 256x256x64, in this new demo, CuBengine is rendering the map with full size (1024x1024x256). This is one advantage of CuBengine over Bengine - Bengine use the raw voxel data format so it only support maximum map size of 256^3, while CuBengine can support very large voxel map with a compressed format, and the maximum size can be 65536^3, subject to hardware limits.

You can download the Win-32 build at https://drive.google.com/file/d/0B5V2PrQ8xX_ENkZsbER6b1UtY2M/view?usp=sharing

Saturday, January 24, 2015

Destructor 2015 - The Updated FPS Game Based on Bengine with Source Code

Destructor is the voxel based FPS game power by Bengine I made for the 7DFPS in 2012. Since Mochi Media was down, high score submission doesn't work any more. Recently, I finally updated the game and cleaned up the source code for a new release. This re-release comes with updated control, and on screen joystick for windows/android tablets. I also implemented high score submission using the newgrounds, kongregate and gamersafe API.

Play the game here:
http://www.newgrounds.com/portal/view/652322

Source Code (SVN, code only): https://flaswf.googlecode.com/svn/trunk/Games/Destructor/Destructor2015/

Source Code with Assets (All in one package): TO DO.

Credits:

Music: Theme Crystalized by Ove Melaa [CC-BY 3.0]: http://opengameart.org/content/theme-crystalized-orchestral-epic-scoresong
and see also http://bruce-lab.blogspot.com/2012/06/destructor-voxel-based-fps-game-power.html

Explosion effect forked from http://wonderfl.net/c/cWPq

Note: To compile the C source code to Bengine.swc, you may need the old Adobe Alchemy compiler. (You can find the backup download here.)

Tuesday, January 6, 2015

First Demo of My New Voxel Rendering Engine - CuBengine

CuBengine is the latest derivative of my voxel engine Bengine. The main difference of CuBengine and original Bengine is that CuBengine renders each voxel as a 3D cube while Bengine render each voxel as a 2D pixel square (or 3D billboard). Besides the screen representation of voxels, CuBengine also has many enhanced features over the original Bengine, such as higher resolution, less memory consumption and supporting larger level maps. Actually, CuBengine is a completely rewrite from scratch. Currently CuBengine is written in AS3 with rendering core in HaXe, but it will be soon ported to OpenFL and HaXe.

First Demo of CuBengine (Flash):
https://googledrive.com/host/0B5V2PrQ8xX_EUzI3OGt1S202TVk

Controls:
KeyBoard
WSAD - Move
Arrow Keys - Look
Ctrl - Go Down
Space - Go Up
You can also use the on screen joystick, which is designed for touch enabled devices, to replace all the keyboard controls. To hide/show the joystick, right click and then left click the menu button "◇{On Screen Joystick}".

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