PixiVoxel Sandbox Engine
A downloadable game for Windows
This started as a 14-day game for #LowRezJam 2016. 13 months later it evolved into a complex sandbox engine. I was a tad too late submitting anything to the 2016 game jam, but I did make 2 games with it: Wet Hack and Fatal Attraction, but then stopped development for a few years. I've compiled what I have and uploaded as-is for everyone to try it out.
This is written in C++ using Simple DirectMedia Layer (SDL2). Pixels are rendered directly to a texture by means of raytracing through the matrix of voxels. It needs to be re-written from the ground up before using it to make another game.
- Arrow keys = move dragon.
- Z = fly
- X = breathe fire
- C = cycle spit material
- V = spit chosen material
- B = spit cherry bomb
- 2 = spawn random chairs
- + = increase water flow into big box
- - = decrease water flow
3D Editor Controls
- WASD / RF move camera along x, y & z coordinates
- Left shift & Arrow keys shift object in space along x & y coordinates
- Left shift & PgUp / PgDn shift object in space along z coordinate
- Arrow keys / Mouse move cursor around current view
- Home / End / Mouse wheel move cursor back and forward in current view
- PgUp / PgDn change draw material
- Left shift & Mouse wheel change draw material
- H set origin
- M change view angle
- O change outline mode
- C toggle crosshair transparency
- Right Alt / left mouse draw material
- Delete / right mouse erase material
- [ rotate material 90 counter clockwise
- ] rotate material 90 degrees clockwise
- Ctrl & Z undo
- Ctrl & Y redo (press twice)
- I toggle view of current draw material only
- 1 to 0 select favourite material
- Esc menu
- Z / X / Y erase all material along specified coordinate
- Caps Lock toggle block select mode on/off
- Ctrl-C copies current selection / dropper
- P soft paste copied selection, without overwriting
- Shift-P hard paste copied selection, overwriting everything
- V splice view at current z-coordinate
- L change shadow angle
Click download now to get access to the following files:
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Was bored and searched up "sandbox physics" on YouTube, then i found your video. It's quite nice actually, but i dont think performance would be that great on weak computers. Still, keep up the good work.
Ah, too bad, it looks nice! I had a similar problem with my game. I totally underestimated the needed time for it, and while I published a working game, it's far from what I planned. I had to cut out many things from it.
I really enjoy reading the development log.
Thanks Adam, I'm currently re-working the whole thing to smooth everything out - it'll take time, but the result will be worth it. Watch this space. Noticed your game, too. Love the lighting effect, how did you do it? Raycasting?