Skip to content

Repository files navigation

MtSharpGrain

Last comit <-- constantly improving!

If you don't see any comits in the last few days, I have been lazy. GitHub Repo stars

A sand box, non voxel, highly modifiable game with slightly smooth interconnected blocks rather than traditional blocks. It is coded 100% in java (openGL lwjgl and jme).

What's special?

Semi-smooth node meshes

blocks are connect with rounded transitions rather than hard cube edges

Full powerful modding system to allow for JavaScript modding via GraalJS

You can control everything from player location to making new things floating around.

Why mods?

  • I am a single person and do not have the resources to make a full game.
  • I will not be able to make my game fit everyone's taste.

Modding solves both as anyone including you! can make their own mini game on top without messing with boring parts. This is more true with AI.

Like the idea? download now And go here to learn more on the modding system.

Proceduraly generated world

The world is generated on the fly based on a seed. (soon to be implemented: selecting a seed to make a new world)

Like with mods, you can edit the way worlds are made. See wiki on this

Console command system

!place / !destroy commands. In progress...


available for MacOS, Windows, and Linux(Debian derived)


Screen shots/Showcase

Click here to see screen shots

Using jVisualScript to break and place blocks (too bad i did not do a GIF)

The latest looks of the world.

Dumb poster I made.

Currently the inventory bar looks like this

Small greenhouses with grass(edible? idk yet) inside.

A drone? A duck? (rover) Anouther one.

Three common NPCs (there are more!)


Links


Special points

This is a project aimed at making a futuristic grided sanbox game using shaders, enviroment, and interconnected nodes. Of course, the current version falls short by a lot.
  m   m           s s s s            g g g
m   m   m       s                  g
m   m   m         s s s            g   g g g
m       m               s          g       g
m       m t     s s s s   harp       g g g   rain

Important? stuff

What am i working on now?

Important

I am a bit tired already so i am going to make a publishable beta release before I finish the rest here.

The biggest problem is to make the NPC stuff work with mods which will likely be 10x harder than the completed refactoring of mods. Im just going to make a tiny java class for a independent NPC mini system.

My todo/doing list:

mindmap
  root((To Do List))
    Rendering & Graphics
      Shadow renderer bug (likely jMonkeyEngine issue)
      Graphics toggle options
        View distance
        Shadows
      Increase render distance
      Fix window transparency bug
      Fix chunks zipping around bug
    Core Systems
      Physics System - 0%
        Implement as Java module
        Fix collision system
        Add fall damage mod
      Multiplayer Mod Support - 0%
        Real multiplayer (later phase)
    Content Generation
      Randomly Spawned Buildings
        Ground buildings - 0/100
        Air buildings - 1/100
        **Help wanted**: Add building, variations email me if you are a good world builder and want to help!
      NPC System - 70%
        NPC spawning fixes 100%
        NPC behavior system - 20%
        NPC control scripts
        NPC lagging 0%
    Bug Fixes & Refactoring
      Multithreading Issues
        Block placement - 90%
        Other potential problems
      Performance Optimization
        Reduce blocks drawn
        Chrome CPU usage
      GUI Upgrade - Ongoing
      Remove the "Update" flag stuff in JS for new, working, java timed update
        Add API docs on that
Loading

80% here means it is basically done but could be improved

Done:

  • Java Timed Update API, Alternative to blocking setInterval
  • Mod blocks with a Matrix API 70%
  • Minimize mod refresh rate to speed up main thread 90%
  • remove mod thread from main thread. 90% ?(This is a big refactoring and because I am bad at this stuff, I gave the work to replit agent, hopefully, it did its job well but idk commit: 328a... and 575e...)
  • Add some random flux to terrain
  • Survival as a JavaScript mod 80%
  • Added skybox 70% - i need to refine skybox
  • Full screen ect 100%
  • Default JavaSctipt mods to be placed in assets and unpacked at runtime 90%
  • Used the java zip tool to allow for compressing chunks to much smaller sizes 80%
  • Extend JS API further
    • Simple save data api with XML 90%
    • Intermod communication API 100%
    • Utility constant display support for prefixing mods with:
      • LFT
      • RHT
      • BTM
      • to constantly display gui on left, right bottom of screen. 60%
  • JavaScript, to add some real and powerfull scripting (thanks a lot to claude)100%

My other projects

This project uses:

AI?

Yes, I use claude a lot, perhaps too much? idk just speeds things up and removes need for constantly checking the API of whatever thing is implemented. Also, to be honest, Claude write code with less bugs and faster than me.

This is only for code, all assets/ideas are human made (not that i use a lot of assets).


The dumb section empty...

About

A highly moddable, top-down RPG sandbox and world simulator featuring a unique, semi-smooth voxel node system. Built from the ground up for deep NPC control and effortless modding. *YOU* can create *your own* mini-games or whatever fun idea you once had instantly—with or without JavaScript skills!

Topics

Resources

Code of conduct

Stars

2 stars

Watchers

2 watching

Forks

Releases

Contributors

Languages