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Analyzed about 22 hours ago. based on code collected about 22 hours ago.
Posted almost 9 years ago by David Williams
As has been mentioned previously, the current version of Cubiquity is no longer under active development as the focus has shifted to a replacement ‘Cubiquity 2’ system which is being developed outside of the ‘Volumes of Fun’ brand. Although the … ... [More] Continue reading → The post Removing Cubiquity from the Unity Asset Store appeared first on Volumes Of Fun. [Less]
Posted about 9 years ago by David Williams
Voxeliens is a retro-style arcade shooter and is essentially a 3D voxel-based version of Space Invaders. We released the game in 2012, showed it off at the Develop Conference and have had it accepted for Steam Greenlight. However, as mentioned … Continue reading → The post Voxeliens is now open source appeared first on Volumes Of Fun.
Posted about 9 years ago by David Williams
I made the first public release of PolyVox nearly 10 years ago on the Ogre 3D forums. At the time it was just a simple demo to show how voxels and Marching Cubes could be used to create more dynamic … Continue reading → The post Wrapping up PolyVox development to focus on Cubiquity 2 appeared first on Volumes Of Fun.
Posted almost 10 years ago by David Williams
In our last blog post we laid out a new direction for our Cubiquity voxel engine, including open sourcing the code and shifting the focus towards research for a future Cubiquity version 2. The first part of this is now … Continue reading → The post Cubiquity is now fully open source under the MIT license appeared first on Volumes Of Fun.
Posted almost 10 years ago by David Williams
In our last blog post we laid out a new direction for our Cubiquity voxel engine, including open sourcing the code and shifting the focus towards research for a future Cubiquity version 2. The first part of this is now … Continue reading → The post Cubiquity is now fully open source under the MIT license appeared first on Volumes Of Fun.
Posted over 10 years ago by David Williams
When we began working on Cubiquity the main idea was to expose our PolyVox library through a higher-level interface and tools. PolyVox is powerful and flexible, but requires a strong knowledge of C++, templates and computer graphics to use ... [More] effectively. … Continue reading → The post Reflections on Cubiquity and finding the path forward appeared first on Volumes Of Fun. [Less]
Posted over 10 years ago by David Williams
When we began working on Cubiquity the main idea was to expose our PolyVox library through a higher-level interface and tools. PolyVox is powerful and flexible, but requires a strong knowledge of C++, templates and computer graphics to use ... [More] effectively. … Continue reading → The post Reflections on Cubiquity and finding the path forward appeared first on Volumes Of Fun. [Less]
Posted over 10 years ago by Matt Williams
Last weekend David and I took part in our first ‘game jam’ event. As part of Ludum Dare 33 we had 72 hours in which to make a game from scratch (or as close to that as possible) following a … Continue reading → The post Our first game jam: Ludum Dare 33 appeared first on Volumes Of Fun.
Posted over 10 years ago by Matt Williams
Last weekend David and I took part in our first ‘game jam’ event. As part of Ludum Dare 33 we had 72 hours in which to make a game from scratch (or as close to that as possible) following a … Continue reading → The post Our first game jam: Ludum Dare 33 appeared first on Volumes Of Fun.
Posted over 10 years ago by Matt Williams
Just a quick notice for those who have been waiting on news of the Unreal Engine 4 integration of Cubiquity. Today I have released a pre-alpha development preview of the plugin. Development is happening on GitHub under our new GitHub … Continue reading → The post Development preview of Cubiquity for UE4 appeared first on Volumes Of Fun.