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. Our engine is finally running on Windows again! Our tech demo has still too many critical bugs for a public release, but we are coming closer.
- Philip finished our new scripting backend for Windows, which is now based on Microsoft .NET. He also fixed a lot of Windows related bugs.
- Marcus is working on a new analytics system that provides detailed perfomance statistics for all subsystems of the engine.
- Kersten is implementing more geometry postprocessing features, enabling even more sophisticated terrain geometry.
- Tobias is doing his usual work on the launcher, deployment, engine update system and so on.
- Marc is continuing his work on the networking and multiplayer features. Multiplayer sessions are running more or less stable now.
- Lukas helped Philip with the Windows port of the scripting backend and fixed several bugs in the Linux backend.
Here is our weekly update. We are wrapping things up, approaching a release date.
- Thanks to Tobias, we now have a fully automated deployment system which takes commits from our git repository and converts them into downloadable releases after building and testing them.
- Philip is making progress with our new CLR-based scripting backend for Windows. This hopefully means that our engine will soon run on Windows again.
- Marc is still working on networking and multiplayer support.
- Marcus did some more optimizations on our procedural function system and is now beginning with a statistics system that will provide us with performance analytics about all subsystems of the engine.
- Kersten finished his work on terrain mesh postprocessing and is now hunting bugs in the terrain mesh extraction algorithm.
- Lukas started work on the physics crafting system for our tech demo and fixed bugs in the scripting backend for Linux.
Here is our weekly update. We deployed the first internal release of our tech demo, so we are still confident we can make a public alpha release this year.
- Marcus improved our perlin noise performance by a factor of five. This greatly reduces the required time for the terrain generation.
- Marc is making progress with multiplayer support. We already can host a server running our tech demo and play with multiple players.
- Philip started with embedding Microsoft .NET as our scripting backend, which will replace Mono on Windows.
- Kersten is still working on Mesh postprocessing.
- Tobias finished our launcher tool, which will perform installation and updates of the engine.