We are a team of game developing computer scientists. Our project, Upvoid Engine, is a game engine primarily for dynamic open-world games featuring smooth destructible voxel terrain. Read more on the about page, look at pretty pictures in our gallery, or read our latest updates below.
If you are interested in game development by yourself, have a look at the technical articles in the devblog section.
Here is our weekly update. We spent some time with rearranging our office, but we also made some other progress this week:
- Kersten improved our shadow mapping and is now working on tessellation for the terrain.
- Tobias started working on a build server for automatic bug hunting. He is also migrating our blog away from WordPress.
- Philip is working on a new mesh class and geometry processing pipeline. This will allow more streamlined operations on meshes.
- Marc is working on AI pathfinding and windows compatibility.
- Lukas is working on the animation system. He also started implementing support for Autodesk's FBX file format.
Right now, we don't have any new screenshots. But expect some basic character animations soon!
Here is our weekly update. Our video release last week triggered a much greater response than we expected. The Youtube video has over 25,000 views now, and we are receiving an incredible amount of feedback. We were busy for several days with just answering comments and questions.
- Philip got the automatic API generator working. Large parts of the interface code for modding is now generated automatically.
- After finishing the JIT compilation, Marcus wrote the second article in his series about our node-based procedural function system.
- Marc and Tobias worked on Windows compatibility.
- Kersten did some tweaks on the grass shaders to get more natural distribution of the grass.
- Lukas is workig on a skeletal animation system. Also, as a result of the hundreds of questions we are receiving, he set up a FAQ page.
We have finally finished our video!
In other news:
- Marcus completed our JIT compiler and is now working on extending, bugfixing, and further optimizing said compiler.
- Marc is working on a D* Lite implementation for our pathfinding solution.
- Kersten and Lukas wrote the SimpleMiner game for our video. This also includes a simple character controller and some programmer's art.
- After writing large parts of the C# API, Philip is working on a parser that will automatically generate the C# API (together with a C++ wrapper) from our annotated C++ source code. This will hopefully save a lot of work and should reduce the time lag between new features in our Engine and their C# API connection.