资源说明:The Runic Orbs, an infinite indie game with blocks, fun and more
#Welcome to the world of The Runic Orbs! **The Runic Orbs** is a funny sandbox indie adventure game using C++, OpenGL and Qt4. It was originally created by [Glyca](https://github.com/Glyca/RunicOrbs). * **[Official website](http://www.runicorbs.net)** * [Let's talk about it on the forums](http://www.runicorbs.net/forums) * [Look at the wiki](https://github.com/Glyca/RunicOrbs/wiki) * [View or create an issue](https://github.com/Glyca/RunicOrbs/issues) * [You think it deserves a donation?](http://www.runicorbs.net/donate/) ##Downloads Check for builds at the [download section](https://github.com/Glyca/RunicOrbs/downloads). You must have Qt libraries installed (or in DLLs next to the executable for Windows), since they are not provided in the zip. ##Recommendations * Default seed 12345678 already offers a beautiful landscape * You should not go in negatives coordinates, because destucking is buggy (F3 to se your coordinates) * You should not put an high view distance, otherwise your graphic card will sweat :D * At startup, let the game load a few chunks before mining for the first time ##Contributing Any contribution, no matter the form or amount, is greatly appreciated. Feel free to make suggestions on the [forum](http://www.runicorbs.net/forums)! ##Changelog ###v0.0.6 (comming soon) ``` (basic multiplayer, saving) ``` ###v0.0.5 (Jun 9 2012) ``` (project rename, many performance and code improvments, OBJ loader, charge, and many more) + Renamed project into "The Runic Orbs" + Fast functions for expansive math operations (cos, sin...) + Most windows are centered as they are displayed + New "TORCH" block which doesn't produce light yet + Basic light occlusion for blocks + World seed is now taken into account for chunk generation and is displayed with F3 + Chunks are generated in separate threads (no FPS drop when exploring anymore) + Great speed improvment by computing chunk geometry in another thread + Basic log system (not in a file yet) + New OBJ (Wavefront) 3D models loader and renderer + Cube blocks can have a multiple faced textures + Added a GRASS layer in terrain generation + Inventories now have a charge, and the player can see it thanks to a charge bar at screen + Official website is displayed in a frame in the Home dialog, along with a link. + Console in the server widget, which displays server log + Closing the game window brings you back to the home menu + Added credits tab in option dialog + Window size at startup can be configured in options + Seed can be a string, which is then converted to an integer in options * You can't place a block where there is already on placed * Chunk are generated and rendered only when in the view distanre (no useless chunk generation anymore) * Player spawns randomly in positives (and thus not buggy) chunks * Reduced chunk size from 24 to 20 for speed * Changed "bilinear" texture filtering by "mipmaps" and made it default * Tweaked some GUIs * Fixed bug of inaccessible blocks in negative chunks * Walk velocity is not direction dependant anymore * You can't jump trought blocks anymore * Reduced jump force ``` ###v0.0.4 (April 1 2012) ``` (not an April fool!) [ADD] Configurable view distance [ADD] French translation [ADD] Textures [ADD] Configurable texture filtering [ADD] Reticule for better picking [ADD] A beginning of event system (client to server and vice versa) [ADD] Block destruction [ADD] Block placement [ADD] Smooth shading and anti-aliasing are now configurable [ADD] Only visible faces are rendered (huge speed increase) [ADD] Basic inventory system of 8 slots [ADD] Started creation of server join/host guis [FIX] Decreased chunk size a little bit (will be increased later) [FIX] Camera is now at eye level and not at feet level [FIX] Default key map is better for french [FIX] Jump and walking are not FPS dependant anymore [FIX] You are not stuck when you fall at low FPS thanks to destucking [FIX] Removed useless lighting system until a real implementation [BUG] At the boundary between negative chunks, there is some ghost blocks (unbreakable, breaks physic...) ``` ###v0.0.3 (March 7 2012) ``` (the biggest step forward for the moment) [ADD] Jump [ADD] New drawing method using VBOs. (decreases CPU usage by 90% for just a few chunks) [ADD] Blocks now have colors [ADD] New terrain generation method (experimental, using Perlin noise) [ADD] Chunks are now loaded at a good distance from the player, avoiding him to await the generation [ADD] The game can be paused and resumed properly [ADD] Game have a persistent, customizable configuration for FPS (and almost the seed) [ADD] Lighting. Shapes are more visible [ADD] Collisions. You can't go through blocks anymore [FIX] Compilable on Windows since OpenGL 1.5 and higher functions are loaded ``` ###v0.0.2 (Feb 29 2012) ``` (almost recoded from scratch with things removed) [ADD] A whole new architecture created [ADD] Got a reliable overpainting method working [ADD] Camera is reliable, and now works without Quaternions [ADD] You can walk in two directions (ex. FORWARD-LEFT) [ADD] You can't fall into blocks anymore [FIX] Simplified world generator a lot [FIX] Code and debug warnings cleanup ``` ###v0.0.1 (Feb 5 2012) ``` (very first version) [ADD] Current FPS are displayed in window title [ADD] You fall thanks to the gravity [ADD] Physic engine with forces, velocity, acceleration and fluid fiction [ADD] Randomly generated cubes are drawn ```
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